Computer readable storage medium having game program stored thereon and game apparatus

ABSTRACT

Based on posture/motion information obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, a virtual plane is calculated at a predetermined timing and set as reference plane. Then, based on motion information, the posture of the input device is calculated as necessary. In accordance with the posture of the input device with respect to the reference plane, predetermined game processing such as moving an object in a virtual space or the like is executed.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application Nos. 2009-96501, filed onApr. 10, 2009 and 2009-83032, filed on Mar. 30, 2009 is incorporatedherein by reference.

BACKGROUND

1. Field

Exemplary embodiments of the present invention relate to a computerreadable storage medium having a game program stored thereon forexecuting game processing based on posture/motion information obtainedfrom predetermined detection means for detecting a posture or a motionof an input device operated by a user, and a game apparatus for such agame program; and more specifically to a computer readable storagemedium having a game program stored thereon for moving an object in avirtual space based on posture/motion information, and a game apparatusfor such a game program.

2. Description of the Background Art

Conventionally, as a so-called golf game, a golf game which is enjoyedby a player by swinging up and down a wireless controller to operate agolf club (to make a golf swing) in a virtual game space (for example,the users manual of “WE LOVE GOLF!”, CAPCOM Co., Ltd., pp. 6-7, 16-17and 22-23). In this golf game, an operation for making a swing isperformed as follows. First, a gauge as shown in FIG. 58 is displayed onthe screen. In the gauge, a remote control cursor 901, a club headcursor 902, and an impact zone 903 are displayed. The player swings up acontroller while pressing an A button of the controller. Then, inassociation with this motion, the remote control cursor 901 moves alongthe gauge (moves rightward in FIG. 58). In accordance with this, theclub head cursor 902 moves as following the remote control cursor 901.The club head cursor 902, when catching up with the remote controlcursor 901, is inverted to return to the original position thereof. Whenthe club head cursor 902 reaches back to the impact zone 903, the playerswings down the controller. Thus, a shot motion of golf can be made.

However, the above-described game has the following problems. Theabove-described golf game is played with a premise that the manner ofholding the controller and the direction of swinging up the controllerare predetermined (in other words, the manner of holding the controllerand the direction of swinging up the controller are fixed). Processingof making a determination on the shot in the impact zone 903 is executedwith a premise that the motion is made in accordance with thepredetermined particulars. However, the manner of holding the controllerand the direction of swinging up the controller are varied player byplayer. Therefore, there may be a case where a player does not make amotion conformed to the predetermined particulars although consideringhe/she follows the predetermined particulars. As a result, there areproblems that the shot is not recognized or erroneously recognized.

SUMMARY

Therefore, exemplary embodiments of the present invention provide acomputer readable storage medium having a game program stored thereoncapable of decreasing erroneous determinations and erroneousrecognitions on a golf shot or the like in a golf game, and a gameapparatus for such a game program.

Exemplary embodiments of the present invention have the followingfeatures to attain the objects mentioned above. The reference numerals,additional descriptions and the like in parentheses in this section ofthe specification indicate an example of the correspondence with theembodiments described later for easier understanding of the presentinvention, and do not limit the present invention in any way.

A first aspect of exemplary embodiments of the present invention isdirected to a computer readable storage medium having stored thereon agame program to be executed by a computer of a game apparatus, the gameprogram being for moving an object in a virtual space based onposture/motion information obtained from predetermined detection meansfor detecting a posture or a motion of an input device operated by auser. The game program causes the computer to function as posture/motioninformation obtaining means (S2), posture calculation means (S31),reference plane setting means (S32), and processing means (S17). Theposture/motion information obtaining means obtains posture/motioninformation detected by the detection means. The posture calculationmeans calculates the posture of the input device based on theposture/motion information. The reference plane setting means virtuallysets a predetermined plane as a reference plane in an actual space at apredetermined timing based on the posture/motion information. Theprocessing means executes predetermined processing in accordance withthe posture of the input device with respect to the reference plane.

According to the first aspect, erroneous recognitions and erroneousdeterminations on the operation made by the player can be decreased.

In a second aspect based on the first aspect, the predetermineddetection means is a predetermined motion sensor included in the inputdevice.

According to the second aspect, the posture of the input device can becalculated more accurately.

In a third aspect based on the first aspect, the reference plane settingmeans sets the reference plane based on the posture of the input devicecalculated by the posture calculation means.

According to the third aspect, the reference plane is set based on theposture of the input device held by the player ready to swing.Therefore, erroneous recognitions and erroneous determinations on theoperation made by the player can be further decreased.

In a fourth aspect based on the third aspect, the reference planesetting means sets the reference plane based on the posture of the inputdevice obtained when the user operates the input device.

According to the fourth aspect, the player is allowed to make anoperation to set the reference plane at an arbitrary timing.

In a fifth aspect based on the third aspect, the game program causes thecomputer to further function as angle calculation means anddetermination means. The angle calculation means calculates an anglemade by the posture of the input device and the reference plane. Thedetermination means determines whether or not the angle made by theposture of the input device and the reference plane fulfills apredetermined condition. When the determination means determines thatthe predetermined condition is fulfilled, the processing means executespredetermined processing.

In a sixth aspect based on the fifth aspect, the determination meansdetermines whether or not the posture of the input device and thereference plane have become horizontal based on the angle calculated bythe angle calculation means.

In a seventh aspect based on the fifth aspect, the game programrepeatedly executes processing by the posture/motion informationobtaining means, the posture calculation means, the angle calculationmeans, and the determination means until the determination meansdetermines that the angle made by the posture of the input device andthe reference plane fulfills the predetermined condition.

In an eighth aspect based on the seventh aspect, the determination meansdetermines whether or not a sign of the angle made by the posture of theinput device and the reference plane has been inverted based on theangle calculated by the angle calculation means.

According to the fifth through eighth aspects, when, for example, theplayer is made to perform a motion like a golf swing, the operationintended by the player can be reflected on the game processing moreaccurately.

In a ninth aspect based on the eighth aspect, regarding the inputdevice, three axes perpendicular to one another are defined. Thereference plane setting means sets the reference plane based on posturesof the input device calculated by the posture calculation means alongdirections of predetermined two axes among the defined three axes.

In a tenth aspect based on the ninth aspect, the reference plane settingmeans includes candidate plane calculation means (S41, S43) forcalculating two planes usable for setting the reference plane, based onthe postures along the directions of the predetermined two axesrespectively. The reference plane setting means sets the reference planebased on the two planes calculated by the candidate plane calculationmeans.

According to the ninth and tenth aspects, the reference plane can becalculated based on a multiple points of view.

In an eleventh aspect based on the tenth aspect, the candidate planecalculation means calculates a plane including one predetermined axisamong the defined three axes and a gravity direction as one of the twoplanes.

In a twelfth aspect based on the eleventh aspect, the candidate planecalculation means calculates, as one of the two planes, a planeincluding an axis defined as a longitudinal direction axis of the inputdevice among the defined three axes and the gravity direction.

In a thirteenth aspect based on the tenth aspect, the candidate planecalculation means calculates, as one of the two planes, a planeincluding an axis defined as an up-down direction axis of the inputdevice among the defined three axes and the gravity direction.

In a fourteenth aspect based on the tenth aspect, the candidate planecalculation means calculates, as one of the two planes, a planeincluding the gravity direction and a virtual axis calculated byapplying a rotation, which directs an axis defined as a longitudinaldirection axis of the input device among the defined three axes to thegravity direction, to an axis defined as an up-down direction axis ofthe input device among the defined three axes.

In a fifteenth aspect based on the tenth aspect, the reference planesetting means applies weights to the two planes calculated by thecandidate plane calculation means based on respective conditions,calculates a plane which corresponds to a weighted average of these twoplanes, and sets the obtained plane as the reference plane.

In a sixteenth aspect based on the fifteenth aspect, the reference planesetting means applies a heavier weight to a plane, among the two planescalculated by the candidate plane calculation means, which is locatedcloser to the reference plane immediately previously set.

In a seventeenth aspect based on the fifteenth aspect, the referenceplane setting means applies a heavier weight to a plane, among the twoplanes calculated by the candidate plane calculation means, which iscalculated based on an axis located farther from the gravity direction.

According to the eleventh through seventeenth aspects, the referenceplane can be calculated based on a multiple points of view using twoplanes. The calculation for finding the reference plane can be avoidedfrom becoming unstable due to the difference in the manner in which thecontroller is held.

In an eighteen aspect based on the ninth aspect, the reference planesetting means selects, as an axis for calculation, an axis locatedfarther from the gravity direction among the predetermined two axesdefined regarding the input device, and sets the reference plane basedon the posture of the input device along the axis for calculation.

In a nineteenth aspect based on the eighteenth aspect, the referenceplane setting means sets an axial plane for calculation based on theaxis for calculation, and sets the reference plane based on the axialplane for calculation.

In a twentieth aspect based on the nineteenth aspect, the referenceplane setting means sets the reference plane based on a previousreference plane, which is a reference plane immediately previously set,and the axial plane for calculation.

In a twenty-first aspect based on the twentieth aspect, the referenceplane setting means applies weights to the previous reference plane andthe axial plane for calculation based on respective predeterminedconditions, calculates a plane which corresponds to a weighted averageof these two planes, and sets the obtained plane as the reference plane.

In a twenty-second aspect based on the twenty-first aspect, thereference plane setting means applies a heavier weight to the previousreference plane.

In a twenty-third aspect based on the twenty-first aspect, the referenceplane setting means applies a heavier weight on the axial plane forcalculation as the axis for calculation is located farther from thegravity direction.

According to the eighteenth through twenty-third aspects, the referenceplane is set based on an axis located farther from the gravitydirection. Therefore, a reference plane that does not make the playerfeel unnatural can be set.

In a twenty-fourth aspect based on the tenth aspect, the reference planesetting means sets the reference plane based on a plane, among the twoplanes calculated by the candidate plane calculation means, which iscloser to a previous reference plane, which is a reference planeimmediately previously set.

In a twenty-fifth aspect based on the tenth twenty-fourth aspect, thereference plane setting means applies weights to the plane closer to theprevious reference plane and to the previous reference plane based onrespective predetermined conditions, calculates a plane whichcorresponds to a weighted average of these two planes, and sets theobtained plane as the reference plane.

In a twenty-sixth aspect based on the tenth twenty-fifth aspect, thereference plane setting means applies a heavier weight to the previousreference plane.

According to the twenty-fourth through twenty-sixth aspects, a newreference plane is set with the reference plane immediately previouslyset being relied on more heavily. Therefore, a reference plane that doesnot make the player feel unnatural can be set.

A twenty-seventh aspect of exemplary embodiments of the presentinvention is directed to a computer readable storage medium havingstored thereon a game program to be executed by a computer of a gameapparatus, the game program being for moving an object in a virtualspace based on posture/motion information obtained from predetermineddetection means for detecting a posture or a motion of an input deviceoperated by a user. The game program causes the computer to function asposture/motion information obtaining means (S2), posture calculationmeans (S31), posture correction value calculation means, and processingmeans (S17). The posture/motion information obtaining means obtainsposture/motion information detected by the detection means. The posturecalculation means calculates the posture of the input device based onthe posture/motion information. The posture correction value calculationmeans calculates a posture correction value of the input device based onthe posture/motion information at a predetermined timing. The processingmeans executes predetermined processing in accordance with a postureobtained by correcting the posture of the input device with respect to apredetermined reference plane, which is virtually set in an actualspace, with the correction value.

According to the twenty-seventh aspect, substantially the same effect asthat of the first aspect can be provided.

A twenty-eighth aspect of exemplary embodiments of the present inventionis directed to a game apparatus for moving an object in a virtual spacebased on posture/motion information obtained from predetermineddetection means for detecting a posture or a motion of an input deviceoperated by a user. The game apparatus comprises posture/motioninformation obtaining means (10), posture calculation means (10),reference plane setting means (10), and processing means (10). Theposture/motion information obtaining means obtains posture/motioninformation detected by the detection means. The posture calculationmeans calculates the posture of the input device based on theposture/motion information. The reference plane setting means virtuallysets a predetermined plane as a reference plane in an actual space at apredetermined timing based on the posture/motion information. Theprocessing means executes predetermined processing in accordance withthe posture of the input device with respect to the reference plane.

A twenty-ninth aspect of exemplary embodiments of the present inventionis directed to a game apparatus for moving an object in a virtual spacebased on posture/motion information obtained from predetermineddetection means for detecting a posture or a motion of an input deviceoperated by a user. The game apparatus comprises posture/motioninformation obtaining means (10), posture calculation means (10),posture correction value calculation means (10), and processing means(10). The posture/motion information obtaining means obtainsposture/motion information detected by the detection means. The posturecalculation means calculates the posture of the input device based onthe posture/motion information. The posture correction value calculationmeans calculate a posture correction value of the input device based onthe posture/motion information at a predetermined timing. The processingmeans executes predetermined processing in accordance with a postureobtained by correcting the posture of the input device with respect to apredetermined reference plane, which is virtually set in an actualspace, with the correction value.

According to the twenty-eighth and twenty-ninth aspects, substantiallythe same effect as that of the first aspect can be provided.

According to exemplary embodiments of the present invention, thereference plane is set based on the posture of the input device or thelike calculated by the motion information, and processing based thereoncan be executed. Therefore, for example, erroneous recognitions anderroneous determinations on a golf shot or the like can be prevented ina golf game.

These and other objects, features, aspects and effects of the presentinvention will become more apparent from the following detaileddescription of the present invention when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an external view of a game system 1;

FIG. 2 is a block diagram showing a structure of a game apparatus 3;

FIG. 3 is an isometric view showing an external structure of an inputdevice 8;

FIG. 4 is an isometric view showing an external structure of acontroller 5;

FIG. 5 is an isometric view showing an internal structure of thecontroller 5;

FIG. 6 is an isometric view showing an internal structure of thecontroller 5;

FIG. 7 is a block diagram showing a structure of the input device 8;

FIG. 8 shows an example of a game screen assumed in an embodiment of thepresent invention;

FIG. 9 shows a method of operation to be made by the player;

FIG. 10 shows an example of a game screen assumed in an embodiment ofthe present invention;

FIG. 11 provides schematic views showing the concept of a referenceplane;

FIG. 12 shows an example of a game screen assumed In an embodiment ofthe present invention;

FIG. 13 is provided to explain a power gauge 104;

FIG. 14 is provided to explain the power gauge 104;

FIG. 15 is provided to explain the power gauge 104;

FIG. 16 is provided to explain the power gauge 104;

FIG. 17 is provided to explain the power gauge 104;

FIG. 18 shows an example of a game screen assumed in an embodiment ofthe present invention;

FIG. 19 is provided to explain the power gauge 104;

FIG. 20 is provided to explain a twisting angle;

FIG. 21 is provided to explain a backspin operation;

FIG. 22 is provided to explain the backspin operation;

FIG. 23 shows an example of the relationship among the input device 8,the reference plane and two candidate planes;

FIG. 24 schematically shows an example of a bend of a club head;

FIG. 25 is a model of the club head made using a “spring” and a“damper”;

FIG. 26 is a schematic view showing the concept of a reference X angle,

FIG. 27 is a schematic view showing the concept of a current X angle;

FIG. 28 is an exemplary graph usable for converting the twisting angleinto a curving degree of the power gauge;

FIG. 29 is provided to explain how to calculate a swing-up amount H;

FIG. 30 is an exemplary graph usable for converting an absolute value ofa swing-up angle into the swing-up amount H;

FIG. 31 is provided to explain how to calculate a re-holding postureaccuracy St;

FIG. 32 shows a memory map of an external memory 12 of the gameapparatus 3;

FIG. 33 shows an example of a data structure of operation data 127 shownin FIG. 32;

FIG. 34 shows an example of a data structure of game processing data 128shown in FIG. 32;

FIG. 35 is a flowchart showing game processing according to anembodiment of the present invention;

FIG. 36 is a flowchart showing the game processing according to theembodiment of the present invention;

FIG. 37 is a flowchart showing the game processing according to theembodiment of the present invention;

FIG. 38 is a flowchart showing the details of re-hold processing shownin step S8 in FIG. 36;

FIG. 39 is a flowchart showing the details of reference plane settingprocessing shown in step S32 in FIG. 38;

FIG. 40 is provided to explain an overview of processing in step S47 inFIG. 39;

FIG. 41 is a flowchart showing the details of swing-related processingshown in step S16 in FIG. 37;

FIG. 42 is a flowchart showing the details of power gauge updatingprocessing shown in step S52 in FIG. 41;

FIG. 43 is a flowchart showing the details of twisting angle calculationprocessing shown in step S61 in FIG. 42;

FIG. 44 is a flowchart showing the details of swing-up angle calculationprocessing shown in step S62 in FIG. 42;

FIG. 45 is a flowchart showing the details of struck hall powercalculation processing shown in step S53 in FIG. 41;

FIG. 46 is a flowchart showing the details of bending angle calculationprocessing shown in step S54 in FIG. 41;

FIG. 47 is a flowchart showing the details of impact-related processingshown in step S17 in FIG. 37;

FIG. 48 is a flowchart showing the details of shot-related processingshown in step S115 in FIG. 47;

FIG. 49 is a flowchart showing the details of re-hold guide processingshown in step S18 in FIG. 37;

FIG. 50 is a flowchart showing the details of Kr calculation processingshown in step S134 in FIG. 49;

FIG. 51 is a flowchart showing the details of Ks calculation processingshown in step S135 in FIG. 49;

FIG. 52 is a flowchart showing the details of ball moving processingshown in step S4 in FIG. 35;

FIG. 53 is a flowchart showing the details of backspin settingprocessing shown in step S162 in FIG. 52;

FIG. 54 shows an example of a change of the shape of the power gauge104;

FIG. 55 provides exemplary graphs usable for converting the swing-upangle into the swing-up amount H;

FIG. 56 shows an exemplary graph usable for converting the twistingangle into the curving degree of the power gauge 104;

FIG. 57 shows an exemplary graph usable for converting the twistingangle into the curving degree of the power gauge 104; and

FIG. 58 shows an example of a gauge in a conventional golf game.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

(Overall Structure of the Game System)

With reference to FIG. 1, a game system 1 including a game apparatus,which is an example of a posture calculation device according to oneembodiment of the present invention, will be described. FIG. 1 is anexternal view of the game system 1. Hereinafter, a game apparatus and agame program according to this embodiment will be described. In thefollowing example, the game apparatus is of an installation type. Asshown in FIG. 1, the game system 1 includes a television receiver 2(hereinafter, referred to simply as the “TV”) 2, a game apparatus 3, anoptical disc 4, an input device 8, and a marker section 6. In the gamesystem 1, game processing is executed by the game apparatus 3 based on agame operation performed using the input device 8.

In the game apparatus 3, the optical disc 4, which is an example of aninformation storage medium exchangeably usable for the game apparatus 3,is detachably inserted. The optical disc 4 has stored thereon a gameprogram to be executed by the game apparatus 3. The game apparatus 3 hasan insertion opening for inserting the optical disc 4 on a front surfacethereof. The game apparatus 3 reads and executes the game program storedon the optical disc 4 inserted into the insertion opening, and thusperforms the game processing.

The game apparatus 3 is connected to the TV 2, which is an example of adisplay device, via a connection cord. The TV 2 displays a game imageobtained as a result of the game processing executed by the gameapparatus 3. A marker section 6 is provided in the vicinity of a displayscreen of the TV 2 (above the display screen in FIG. 1). The markersection 6 includes two markers 6R and 6L respectively at two endsthereof. Specifically, the marker CR (also the marker 6L) includes oneor more infrared LEDs, and outputs infrared light forward from the TV 2.The marker section 6 is connected to the game apparatus 3, and the gameapparatus 3 can control each of the infrared LEDs of the marker section6 to be lit up or out.

The input device 8 provides the game apparatus 3 with operation datarepresenting the particulars of the operation made thereon. In thisembodiment, the input device 8 includes a controller 5 and a gyro sensorunit 7. As described later in detail, in the input device 8, thegyrosensor unit 7 is detachably connected to the controller 5. Thecontroller 5 and the game apparatus 3 are connected with each other viawireless communication. In this embodiment, the controller 5 and thegame apparatus 3 are wirelessly communicable to each other by, forexample, the Bluetooth (registered trademark) technology. In otherembodiments, the controller 5 and the game apparatus 3 may be connectedwith each other in a wired manner.

(Internal structure of the Game Apparatus 3)

Next, with reference to FIG. 2, an internal structure of the gameapparatus 3 will be described. FIG. 2 is an lock diagram showing astructure of the game apparatus 3. The game apparatus 3 includes a CPU10, a system LSI 11, an external main memory 12, a ROM/RTC 13, a discdrive 14, an AV-IC 15, and the like.

The CPU 10 performs the game processing by executing a game programstored on the optical disc 4, and acts as a game processor. The CPU 10is connected to the system LSI 11. The system LSI 11 is connected to theCPU 10 and also to the external main memory 12, the ROM/RTC 13, the discdrive 14 and the AV-IC 15. The system LSI 11 performs the processing of,for example, controlling data transfer between the elements connectedthereto, generating images to be displayed, and obtaining data fromexternal devices. An internal structure of the system LSI 11 will bedescribed later. The external main memory 12, which is of a volatiletype, has stored thereon a program such as a game program read from theoptical disc 4, a game program read from a flash memory 17 or the like,or various other data. The external main memory 12 is used as a workarea or a buffer area of the CPU 10. The ROM/RTC 13 includes a ROMhaving a program for starting the game apparatus 3 incorporated thereon(so-called boot ROM) and a clock circuit for counting time (RTC: RealTime Clock). The disc drive 14 reads program data, texture data or thelike from the optical disc 4 and writes the read data onto an internalmain memory 11 e described later or the external main memory 12.

The system LSI 11 includes an input/output processor (I/O processor) 11a, a CPU (Graphics Processor Unit) 11 b, a DSP (Digital SignalProcessor) 11 c, a VRAM 11 d, and the internal main memory 11 e.Although not shown, these elements 11 a through 11 e are connected witheach other via an internal bus.

The GPU 11 b is a tart of drawing means and generates an image inaccordance with a graphics command (a command to draw an image) from theCPU 10. The VRAM 11 d has stored thereon data necessary for the GPU 11 bto execute the graphics command (polygon data, texture data or otherdata). The GPU 11 b uses the data stored on the VRAM 11 d to generate animage.

The DSP 11 c acts as au audio processor and generates audio data usingsound data or sound wave (sound tone) data stored on the internal mainmemory 11 e or the external main memory 12.

The image data and the audio data generated as described above are readby the AV-IC 15. The AV-IC 15 outputs the read image data to the TV 2via an AV connector 16, and outputs the read audio data to a speaker 2 abuilt in the TV 2. Thus, the image is displayed on the TV 2 and also thesound is output from the speaker 2 a.

The input/output processor 11 a transmits or receives data to or fromthe elements connected thereto, or downloads data from external devices.The input/output processor 11 a is connected to the flash memory 17, awireless communication module 13, a wireless controller module 19, anexpansion connector 20, and a memory card connector 21. The wirelesscommunication module 18 is connected to an antenna 22, and the wirelesscontroller module 19 is connected to an antenna 23.

The input/output processor 11 a is connected to a network via thewireless communication module 18 and the antenna 22, and thus cancommunicate with other game apparatuses or various servers alsoconnected to the network. The input/output processor 11 a periodicallyaccesses the flash memory 17, and detects whether or not there is datawhich needs to be transmitted to the network. When there is such data,the input/output processor 11 a transmits such data to the network viathe wireless communication module 18 and the antenna 22. Theinput/output processor 11 a also receives data transmitted from othergame apparatuses or data downloaded from a download server via thenetwork, the antenna 22 and the wireless communication module 18, andstores the received data on the flash memory 17. The CPU 10 executes thegame program and thus reads the data stored on the flash memory 17 to beused for the game program. The flash memory 17 may have stored thereondata saved as a result of playing the game using the game apparatus 3(data representing a result or a state in the middle of the game) aswell as the data to be transmitted to, or data received from, the othergame apparatuses or various servers.

The input/output processor 11 a receives operation data which istransmitted from the controller 5 via the antenna 23 and the wirelesscontroller module 19 and stores (temporarily stores) the operation datain a buffer area of the internal main memory 11 e or the external mainmemory 12.

The input/output processor 11 a is connected to the expansion connector20 and the memory card connector 21. The expansion connector 20 is aconnector for an interface such as USB, SCSI or the like. The expansionconnector 20 may be connected to a medium such as an external storagemedium or the like, may be connected to a peripheral device such asanother controller or the like, or maybe connected to a wiredcommunication connector, to communicate with the network instead of thewireless communication module 18. The memory card connector 21 is aconnector for an external storage medium such as a memory card or thelike. For example, the input/output processor 11 a can access anexternal storage medium via the expansion connector 20 or the memorycard connector 21 to store data on the external storage medium or readdata from the external storage medium.

The game apparatus 3 has a power button 24, a reset button 25, and aneject button 26. The power button 24 and the reset button 25 areconnected to the system LSI 11. When the power button 24 is turned on,the elements of the game apparatus 3 are provided with power via an ACadapter (not shown). When the reset button 25 is pressed, the system LSI11 restarts a starting program of the game apparatus 3. The eject button26 is connected to the disc drive 14. When the eject button 26 ispressed, the optical disc 4 is dismounted from the disc drive 14.

(Structure of the Input Device 8)

With reference to FIG. 3 through FIG. 6, the input device 8 will bedescribed. FIG. 3 is an isometric view showing an external structure ofthe input device 8. FIG. 4 is an isometric view showing an externalstructure of the controller 5. FIG. 3 is an isometric view of the inputdevice 8 seen from the top rear side thereof. FIG. 4 is an isometricview of the controller 5 seen from the bottom front side thereof.

As shown in FIG. 3 and FIG. 4, the controller 5 includes a housing 31formed by, for example, plastic molding. The housing 31 has a generallyparallel piped shape extending in a longitudinal or front-rear direction(Z-axis direction shown in FIG. 3). The overall size of the housing 31is small enough to be held by one hand of an adult or even a child. Aplayer can perform a game operation by, for example, pressing buttonsprovided in the controller 5 or moving the controller 5 itself to changethe position or posture thereof.

The housing 31 has a plurality of operation buttons. As shown in FIG. 3,provided on a top surface of the housing 31 are a cross button 32 a, afirst button 32 b, a second button 32 c, an A button 32 d, a minusbutton 32 e, a home button 32 f, a plus button 32 g, and a power button32 h. In this specification, the top surface on which these buttons 32 athrough 32 h are provided will be occasionally referred to as the“button surface”. As shown in FIG. 4, a recessed portion is formed on abottom surface of the housing 31, and a B button 32 i is provided on aslope surface of the recessed portion. The operation buttons 32 athrough 32 i are assigned various functions in accordance with the gameprogram executed by the game apparatus 3. The power button 32 h is forremote-controlling the power of the main body of the game apparatus 3 tobe on or off. The home button 32 f and the power button 32 h have a topsurface thereof buried in the top surface of the housing 31, so as notto be inadvertently pressed by the player.

On a rear surface of the housing 31, a connector 33 is provided. Theconnector 33 is used for connecting the controller 5 with another device(for example, the gyrosensor unit 7 or another controller). On bothsides of the connector 33 on the rear surface of the housing 31,engagement holes 33 a are provided for preventing such another devicefrom easily coming off.

In a rear part of the top surface of the housing 31, a plurality of LEDs(in FIG. 3, four LEDs) 34 a through 34 d are provided. The controller 5is assigned a controller type (number) so as to be distinguishable fromother main controllers. The LEDs 34 a through 34 d are used for, forexample, informing the player of the controller type which is currentlyset to the controller 5 that he/she is using, or for informing theplayer of the remaining battery amount. Specifically, when thecontroller 5 is used for the game operations one of the plurality ofLEDs 34 a through 34 d corresponding to the controller type is lit up.

The controller 5 includes an imaging information calculation section 35(FIG. 6). As shown in FIG. 4, a light incident face 35 a of the imaginginformation calculation section 35 is provided on a front surface of thehousing 31. The light incident face 35 a is formed of a material whichallows infrared light from the markers 6R and 6L to be at leasttransmitted therethrough.

On the top surface of the housing 31, sound holes 31 a are formedbetween the first button 32 b and the home button 32 f for releasing thesound outside from a speaker 49 (FIG. 5) built in the controller 5.

Now, with reference to FIG. 5 and FIG. 6, an internal structure of thecontroller 5 will be described. FIG. 5 and FIG. 6 illustrate an internalstructure of the controller 5. FIG. 5 is an isometric view illustratinga state where an upper casing (a part of the housing 31) of thecontroller 5 is removed. FIG. 6 is an isometric view illustrating astate where a lower casing (a part of the housing 31) of the controller5 is removed. FIG. 6 shows a reverse side of a substrate 30 shown inFIG. 5.

As shown in FIG. 5, the substrate 30 is fixed inside the housing 31. Ona top main surface of the substrate 30, the operation buttons 32 athrough 32 h, the LEDs 34 a through 34 d, an acceleration sensor 37, anantenna 45, the speaker 49 and the like are provided. These elements areconnected to a microcomputer 42 (see FIG. 6) via lines (not shown)formed on the substrate 30 and the like. In this embodiment, theacceleration sensor 37 is provided off the center line of the controller5 along an X-axis direction. This makes it easier to calculate themotion of the controller 5 when the controller 5 is rotated around the Zaxis. The acceleration sensor 37 is also located forward with respect tothe center of the controller 5 along the longitudinal direction thereof(Z-axis direction). The provision of a wireless module 44 (FIG. 7) andthe antenna 45 allows the controller 5 to function as a wirelesscontroller.

As shown in FIG. 6, at a front edge of a bottom main surface of thesubstrate 30, the imaging information calculation section 35 isprovided. The imaging information calculation section 35 includes aninfrared filter 38, a lens 39, an imaging element 40 and an imageprocessing circuit 41 located in this order from the front surface ofthe controller 5. These elements 38 through 41 are attached to thebottom main surface of the substrate 30.

On the bottom main surface of the substrate 30, the microcomputer 42 anda vibrator 48 are provided. The vibrator 48 may be, for example, avibration motor or a solenoid, and is connected to the microcomputer 42via lines provided on the substrate 30 and the like. The controller 5 isvibrated by an actuation of the vibrator 48 based on an instruction fromthe microcomputer 42, and the vibration is conveyed to the hand of theplayer holding the controller 5. Thus, a so-called vibration-responsivegame is realized. In this embodiment, the vibrator 48 is locatedslightly forward with respect to the center of the housing 31. Since thevibrator 48 is provided closer to a front end than the center of thecontroller 5, the vibration of the vibrator 48 can vibrate the entirecontroller 5 more significantly. The connector 33 is attached at a rearedge of the main bottom surface of the substrate 30. In addition to theelements shown in FIG. 5 and FIG. 6, the controller 5 includes a quartzoscillator for generating a reference clock of the microcomputer 42, anamplifier for outputting an audio signal to the speaker 49, and thelike.

The gyrosensor unit 7 includes gyrosensors (gyrosensors 55 and 56 shownin FIG. 7) for sensing an angular velocity around three axes. Thegyrosensor unit 7 is detachably attached on the connector 33 of thecontroller 5. At a front end of the gyrosensor unit 7 (an end thereof ina positive Z-axis direction shown in FIG. 3), a plug (a plug 53 shown inFIG. 7) connectable to the connector 33 is provided. On both sides ofthe plug 53, hooks (not shown) are provided. In the state where thegyrosensor unit 7 is attached to the controller 5, the plug 53 isconnected to the connector 33 and the hooks are engaged with theengagement holes 33 a of the controller 5. Thus, the controller 5 andthe gyrosensor unit 7 are firmly secured to each other. The gyrosensorunit 7 also includes buttons 51 on side surfaces thereof (side surfacesperpendicular to the X-axis direction shown in FIG. 3) The buttons 51are structured so as to release the hooks from the engagement holes 33 awhen being pressed. By pulling the plug 53 from the connector 33 whilepressing the buttons 51, the gyrosensor unit 7 can be detached from thecontroller 5.

At a rear end of the gyrosensor unit 7, a connector having the sameshape as that of the connector 33 is provided. Therefore, other devicesattachable to the controller 5 (the connector 33 of the controller 5)can be attached to the connector of the gyrosensor unit 7. In FIG. 3, acover 52 is detachably attached to the connector of the gyrosensor unit7.

The shape of the controller 5 and the gyrosensor unit 7, the shape,number and position of the operation buttons, the acceleration sensorand the vibrator, and the like shown in FIG. 3 through FIG. 6 are merelyexemplary, and may be altered without departing from the scope of thepresent invention. In this embodiment, the imaging direction of theimaging means is the positive Z-axis direction, but the imagingdirection may be any direction. Specifically, the position of theimaging information calculation section 35 (the light incident face 35 aof the imaging information calculation section 35) in the controller 5does not need to be on the front surface of the housing 31, and may beon another surface as long as light can enter from the outside of thehousing 31.

FIG. 7 is a block diagram showing a structure of the input device 8 (thecontroller 5 and the gyrosensor unit 7). The controller 5 includes theoperation section 32 (operation buttons 32 a through 32 i), theconnector 33, the imaging information calculation section 35, acommunication section 36, and the acceleration sensor 37. The controller5 transmits operation data representing the particulars of the operationmade thereon to the game apparatus 3 as operation data.

The operation section 32 includes the above-described operation buttons32 a through 32 i, and outputs operation button data representing aninput state of each of the operation buttons 32 a through 32 i (whetheror not each of the operation buttons 32 a through 32 i has been pressed)to the microcomputer 42 of the communication section 36.

The imaging information calculation section 35 is a system for analyzingimage data taken by the imaging means, distinguishing an area having ahigh brightness in the image data, and calculating the center ofgravity, the size and the like of the area. The imaging informationcalculation section 35 has, for example, a maximum sampling cycle ofabout 200 frames/sec., and therefore can trace and analyze even arelatively fast motion of the controller 5.

The imaging information calculation section 35 includes the infraredfilter 38, the lens 39, the imaging element 40 and the image processingcircuit 41. The infrared filter 38 allows only infrared light to passtherethrough, among light incident on the front surface of thecontroller 5. The lens 39 collects the infrared light which has beentransmitted through the infrared filter 38 and causes the infrared lightto be incident on the imaging element 40. The imaging element 40 is asolid-state imaging device such as, for example, a CMOS sensor or a CCDsensor. The imaging element 40 receives the infrared light collected bythe lens 39 and outputs an image signal. The markers 6R and 6L of themarker section 6 located in the vicinity of the screen of the TV 2 eachinclude an infrared LED for outputting infrared light forward from theTV 2. The provision of the infrared filter 38 allows the imaging element40 to receive only the infrared light transmitted through the infraredfilter 38 to generate image data. Therefore, the image of each of themarkers 6R and 6L can be taken more accurately. Hereinafter, an imagetaken by the imaging element 40 will be referred to as a “taken image”.The image data generated by the imaging element 40 is processed by theimage processing circuit 41. The image processing circuit 41 calculatesthe positions of imaging targets (the markers 6R and 6L) in the takenimage. The image processing circuit 41 outputs a coordinate representingthe calculated position to the microcomputer 42 of the communicationsection 36. The data on the coordinate is transmitted by themicrocomputer 42 to the game apparatus 3 as operation data. Hereinafter,this coordinate will be referred to as a “marker coordinate”. The markercoordinate changes in accordance with the direction (inclining angle) orthe position of the controller 5 itself, and therefore the gameapparatus 3 can calculate the direction or the position of thecontroller 5 using the marker coordinate.

In other embodiments, the controller 5 does not need to include theimage processing circuit 41, and a taken image itself may be transmittedfrom the controller 5 to the game apparatus 3. In this case, the gameapparatus 3 may include a circuit or program having substantially thesame function as that of the image processing circuit 41 and calculatethe marker coordinate.

The acceleration sensor 37 detects an acceleration (including agravitational acceleration) of the controller 5. Namely, theacceleration sensor 37 detects a force (including the force of gravity)applied to the controller 5. The acceleration sensor 37 detects a valueof the acceleration in a linear direction along a sensing axis (linearacceleration) among accelerations acting on a detection section of theacceleration sensor 37. For example, in the case of a multi-axial (atleast two-axial) acceleration sensor, an acceleration component alongeach axis is detected as an acceleration acting on the detection sectionof the acceleration sensor. For example, a three-axial or two-axialacceleration sensor may be of a type available from Analog Devices, Inc.or STMicroelectronics N.V. The acceleration sensor 37 is, for example,of an electrostatic capacitance type, but may be of any other system.

In this embodiment, the acceleration sensor 37 detects a linearacceleration in each of an up-down direction with respect to thecontroller 5 (Y-axis direction shown in FIG. 3), a left-right directionwith respect to the controller 5 (X-axis direction shown in FIG. 3), anda front-rear direction with respect to the controller 5 (Z-axisdirection shown in FIG. 3). Since the acceleration sensor 37 detects anacceleration in the linear direction along each axis, the output fromthe acceleration sensor 37 represents a value of the linear accelerationalong each of the three axes. Namely, the detected acceleration isrepresented as a three-dimensional vector (ax, ay, az) in an XYZcoordinate system (controller coordinate system) which is set withrespect to the input device (controller 5). Hereinafter, a vectorhaving, as components, acceleration values along the three axes detectedby the acceleration sensor 37 will be referred to as the “accelerationvector”.

Data representing the acceleration detected by the acceleration sensor37 (acceleration data) is output to the communication section 36. Sincethe acceleration detected by the acceleration sensor 37 changes inaccordance with the direction (inclining angle) or the motion of thecontroller 5 itself, the game apparatus 3 can calculate the direction orthe motion of the controller 5 using the acceleration data. In thisembodiment, the game apparatus 3 calculates the posture of thecontroller 5 based on the acceleration data.

Data (acceleration data) representing the acceleration detected by theacceleration sensor 37 (acceleration vector) is output to thecommunication section 36. In this embodiment, the acceleration sensor 37is used as a sensor for outputting data for determining the incliningangle of the controller 5.

A computer such as a processor of the game apparatus 3 (for example, theCPU 10) or a processor of the controller 7 (for example, themicrocomputer 42) executes processing based on an acceleration signalwhich is output from the acceleration sensor 37, and as a result, canestimate or calculate (determine) further information on the controller5. A person of ordinary skill in the art would easily understand thisfrom the description of this specification. For example, when thecomputer executes processing with a premise that the controller 5including the acceleration sensor 37 is in a static state (i.e., whenthe computer executes processing with a premise that the accelerationdetected by the acceleration sensor 37 includes only a gravitationalacceleration), if the controller 5 is actually in a static state, it canbe found based on the detected acceleration whether or not the postureof the controller 5 is inclined with respect to the direction ofgravity, or how much the posture of the controller 5 is inclined withrespect to the direction of gravity. Specifically, where the state inwhich a detection axis of the acceleration sensor 37 is directedvertically downward is a reference state, it can be found whether or notthe controller 5 is inclined with respect to the reference state basedon whether or not 1 G (gravitational acceleration) is applied to thecontroller 5. Based on the magnitude of the gravitational acceleration,it can also be found how much the controller 5 is inclined with respectto the reference state. In the case of a multi-axial acceleration sensor37, it can be found more precisely how much the controller 5 is inclinedwith respect to the direction of gravity by processing a signalrepresenting an acceleration along each axis. in this case, theprocessor may calculate the inclining angle of the controller 5 based onan output from the acceleration sensor 37, or may calculate theinclining direction of the controller 5 without calculating theinclining angle. By using the acceleration sensor 37 in combination witha processor in this manner, the inclining angle or posture of thecontroller 5 can be determined.

By contrast, with a premise that the controller 5 is in a dynamic state(in the state where the controller 5 is being moved), the accelerationsensor 37 detects an acceleration in accordance with the motion of thecontroller 5 in addition to the gravitational acceleration. Therefore,the moving direction of the controller 5 can be found by removing acomponent of the gravitational acceleration from the detectedacceleration using predetermined processing. Even with the premise thatthe controller 5 is in a dynamic state, the inclination of thecontroller 5 with respect to the direction of gravity can be found byremoving a component of the acceleration in accordance with the notationof the acceleration sensor from the detected acceleration usingpredetermined processing. In other embodiments, the acceleration sensor37 may include an incorporated processing device or any other type ofdedicated device for executing predetermined processing on anacceleration signal detected by built-in acceleration detection meansbefore the detected acceleration signal is output to the microcomputer42. In the case where the acceleration sensor 37 is used for, forexample, detecting a static acceleration (for example, a gravitationalacceleration), the incorporated or dedicated processing device may be ofa type for converting the acceleration signal into an inclining angle(or any other preferable parameter).

The communication section 36 includes the microcomputer 42, a memory 43,the wireless module 44 and the antenna 45. The microcomputer 42 controlsthe wireless module 44 for wirelessly transmitting the data obtained bythe microcomputer 42 to the game apparatus 3 while using the memory 43as a storage area during processing. The microcomputer 42 is connectedto the connector 33. Data transmitted from the gyrosensor unit 7 isinput to the microcomputer 42 via the connector 33. Hereinafter, thegyrosensor unit 7 will be described.

The gyrosensor unit 7 includes the plug 53, a microcomputer 54, thetwo-axial gyrosensor 55 and the mono-axial gyrosensor 56. As describedabove, the gyrosensor unit 7 detects an angular velocity around threeaxes (in this embodiment, the X, Y and Z axes) and transmits datarepresenting each detected angular velocity (angular velocity data) tothe controller 5.

The two-axial gyrosensor 55 detects an angular velocity (per unit time)around the X axis and an angular velocity around the Y axis (per unittime). The mono-axial gyrosensor 56 detects an angular velocity aroundthe Z axis (per unit time). In this specification, with respect to theimaging direction of the controller 5 (the positive Z-axis direction),the rotation directions around the X, Y and Z axes will be referred toas the “roll direction”, the “pitch direction” and “yaw direction”,respectively. Namely, the two-axial gyrosensor 55 detects the angularvelocity in the roll direction (rotation direction around the X axis)and the pitch direction (rotation direction around the Y axis) and themono-axial gyrosensor 56 detects the angular velocity in the yawdirection (rotation direction around the Z axis).

In this embodiment, the two-axial gyrosensor 55 and the mono-axialgyrosensor 56 are used in order to detect the angular velocity aroundthe three axes. In other embodiments, the number and combination of thegyrosensors to be used are not specifically limited as long as theangular velocity around the three axes can be detected.

In this embodiment, for the purpose of facilitating calculations inposture calculation processing described later, the three axes aroundwhich the gyrosensors 55 and 56 detect the angular velocity are set tomatch the three axes along which the acceleration sensor 37 detects theacceleration (X, Y and Z axes) In other embodiments, the three axesaround which the gyrosensors 55 and 56 detect the angular velocity donot need to match the three axes along which the acceleration sensor 37detects the acceleration.

Data representing the angular velocity detected by each of thegyrosensors 55 and 56 is output to the microcomputer 54. Accordingly,data representing the angular velocity around the three axes, i.e., theX, Y and Z axes is input to the microcomputer 54. The microcomputer 54transmits the data representing the angular velocity around the threeaxes as the angular velocity data to the controller 5 via the plug 53.The transmission from the microcomputer 54 to the controller 5 isperformed at a predetermined cycle. Since game processing is generallyperformed at a cycle of 1/60 sec. (at a cycle of frame time), thetransmission is preferably performed at a cycle of a time period equalto or shorter than 1/60 sec.

Now, the description of the controller 5 will be resumed. Data which isoutput from the operation section 32, the imaging informationcalculation section 35, and the acceleration sensor 37 to themicrocomputer 42, and data transmitted from the gyrosensor unit 7 to themicrocomputer 42, are temporarily stored on the memory 43. Such data istransmitted to the game apparatus 3 as the operation data. Namely, atthe transmission timing to the wireless controller module 19 of the gameapparatus 3, the microcomputer 42 outputs the operation data stored orthe memory 43 to the wireless module 44. The wireless module 44modulates a carrier wave of a predetermined frequency with the operationdata and radiates the resultant very weak radio signal from the antenna45, using, for example, the Bluetooth (registered trademark) technology.Namely, the operation data is modulated into a very weak radio signal bythe wireless module 44 and transmitted from the controller 5. The veryweak radio signal is received by the wireless controller module 19 onthe side of the game apparatus 3. The received very weak radio signal isdemodulated or decoded, and thus the game apparatus 3 can obtain theoperation data. The CPU 10 of the game apparatus 3 executes the gameprocessing based on the obtained operation data and the game program.The wireless communication from the communication section 36 to thewireless controller module 19 is performed at a predetermined cycle.Since game processing is generally performed at a cycle of 1/60 sec. (ata cycle of frame time), the wireless transmission is preferablyperformed at a cycle of a time period equal to or shorter than 1/60 sec.The communication section 36 of the controller 5 outputs each piece ofthe operation data to the wireless controller module 19 of the gameapparatus 3 at a rate of, for example, once in 1/200 seconds.

By using the controller 5, the player can perform an operation ofinclining the controller 5 at an arbitrary inclining angle, in additionto a conventional general game operation of pressing the operationbuttons. With the controller 5 described above, the player can alsoperform an operation of indicating an arbitrary position on the screenby the controller 5 and also an operation of moving the controller 5itself.

Now, an overview of a game assumed in this embodiment will be described.FIG. 8 shows an example of a game screen assumed in this embodiment. Thegame assumed in this embodiment is a golf game. As shown in FIG. 8, agolf course constructed in a three-dimensional virtual space isdisplayed as the game screen. The game screen displays a player object101 holding a golf club 102, a golf ball object 103 (hereinafter,referred to simply as the “ball”), a power gauge 104 and the like. Inthe power gauge 104, a swing bar 106 is displayed.

Now, a method of operation to be made by the player in this game will bedescribed. This game is played with the input device 8 being regarded asa golf club. For example, as shown in FIG. 9, the player holds the inputdevice 8 with both hands, with the front surface of the input device 8(the surface having the light incident face 35 a) being directeddownward. Then, the player makes a motion mimicking a golf swing. Inassociation with this swing motion, the player object 101 in the virtualspace also makes a swing motion. In accordance with this, the golf club102 moves. Namely, the motion of the player swinging his/her arms isreflected as the swing motion of the player object 101.

The above-described operation will be described more specifically.First, in an initial state before hitting the ball (before starting theswing), the player object is located slightly away from the ball 103 asshown in FIG. 8. By making a swing as described above in this state, theplayer can make a “practice swing”. For hitting the ball, the playerpresses the A button 32 d. Then, as shown in FIG. 10, the player object101 moves forward to approach the ball 103. By making theabove-described swing motion while pressing the A button 32 d, theplayer can hit the ball 103 with the golf club 102 to cause the ball 103to fly, namely, can make a shot. In this game, as described above, whenthe player holds the input device 8 and makes a swing motion withoutpressing the A button 32 d, he/she can make a practice swing. When theplayer makes a swing motion while pressing the A button 32 d, he/she canhit the ball 103 to cause the ball 103 to fly. Thus, the player canenjoy the golf game close to actual golfing.

In addition, in this game, the player can make a “re-hold” operation bypressing the B button 32 i in the state of not pressing the A button 32d. The “re-hold” operation is made to define the forward direction ofthe player in the actual world (the “re-hold” operation has a conceptclose to taking the posture of “address” in golf). Since the gyrosensoronly senses a “change” in the posture, the forward direction is definedby having the player press the B button 32 i. Based on the forwarddirection defined by this operation, various types of processing forthis golf game are executed.

More specifically, the following processing is executed. Based on theposture of the input device 8 which is taken when the B button 32 i ispressed, a virtual plane which extends toward the forward direction ofthe player in the actual space is calculated, and this plane is set asthe “reference plane”. FIG. 11 provides schematic views showing theconcept of the reference plane. As shown in FIG. 11(a), the referenceplane is a (virtual) plane which extends toward the forward direction ofthe player in the actual space. The reference plane also corresponds toa plane, as shown in FIG. 11(b), which extends toward the forwarddirection of a position in the virtual space corresponding to theposition of the player, namely, toward the forward direction of theplayer object 101. By comparing the reference plane against the postureof the input device 8 during a swing, a parameter such as a swing angle(how much the player swings up the input device 8) or the like iscalculated, and whether or not an impact has been generated (whether ornot the golf club 102 has hit the ball 103) is determined, for example.More specifically, the swing angle (swing-up angle described later) iscalculated with a premise that the position of the reference plane is0°, the side to which the ball is to fly has a positive value angle, andthe side to which the club is to be swung has a negative value angle.(In this embodiment, the swing angle is in the range of +180° to −180°.)For example, when the swing angle is changed from a negative value angleto a positive value angle, it is determined that the input device 8 hascontacted, or has passed, the reference plane (an impact has beengenerated).

However, even if the forward direction (reference plane) is oncedetermined, the relationship between the forward direction defined aboveand the posture of the input device 8 may become gradually inaccuratewhile the player swings the input device 8. This occurs as a result ofaccumulation of measuring errors of the gyrosensor or calculationerrors. In addition, the player himself/herself may change the directionin which he/she faces to and in this case, the forward direction definedabove is not the forward direction from the viewpoint of the playeranymore. As a result, while swinging the input device 8, the player inthe actual world may lose the sense of the direction in which he/she isfacing in the virtual game space (may lose the sense of whether or nothe/she is facing forward in the virtual game space). When this problemoccurs, although the player considers himself/herself as making a swingwhile facing forward, the game processing is executed as if he/she wasmaking a swing while not facing forward. For this reason, it isnecessary for the player to press the B button 32 i periodically toreset the forward direction (reference plane). In addition, for example,in the case where the player swings up the input device 8 and keeps thatstate for a certain period of time without swinging down the inputdevice 8, the influence of the accumulation of calculation errors maypossibly occur. Therefore, where the difference between the posture ofthe input device 8 obtained when the B button 32 i is pressed (postureat the time of address) and the current posture of the input device 8 islarge and further, no motion of the input device 8 is made for a certainperiod of time, it is preferable to reset the forward direction(reference plane)

In this embodiment, in order to avoid the calculation for finding theforward direction from becoming unstable due to the difference in themanner in which the input device 8 is held when the B button 32 i ispressed, the forward direction (reference plane) is defined based onmultiple points of view by executing the processing described later.

Also in this embodiment, the processing of estimating that it isnecessary to reset the reference plane and displaying a message 105 asshown in FIG. 12 to urge the player to make a “re-hold” operation at anappropriate timing (hereinafter, the message 105 will be referred to asthe “re-hold guide”) is also executed.

Now, the power gauge 104 displayed on the game screen will be described.The power gauge 104 is displayed as having a shape of a bar, andprovides two types of information, ire., a swing-up amount of the golfclub 12 (information which allows the player to roughly estimate thepower of the struck ball) and a twisting degree of the wrists (rotationangle around the Z axis). The swing-up amount is indicated by theposition of the swing bar 106 in the gauge 104. The swing bar 106 goesup and down in accordance with the swing-up amount. For example, asshown in FIG. 13, when the player object 101 is in the state of areference posture (address posture), the swing bar 106 is located at thebottom of the power gauge 104. After this, until she golf club 102impacts the ball 103, the swing bar 106 goes up and down in real time inaccordance with the swing-up amount.

Specifically, when the golf club 102 (in the real world, the inputdevice 8) is swung up, as shown in FIG. 14, the swing bar 106 moves up.As the swing-up amount is larger, the swing bar 106 moves to a higherposition. Then, when the golf club 102 is swung down, the swing bar 106moves down. At the time of impact, as shown in FIG. 15, the swing bar106 is located at the bottom of the gauge 104. At the time of impact,the power of the struck ball is determined. When the power of the struckball is determined (namely, when the impact is generated), the displayof the swing bar 106 disappears. Instead, as shown in FIG. 16, a powerbar 107 extends from the bottom of the gauge 104 by such a length thatindicates the power of the struck ball. When the power bar 107 reachesthe position corresponding to the power of the struck ball, the powerbar 107 stops and does not extend any further.

As shown in FIG. 18, the twisting degree of the wrists (rotation anglearound the Z axis) is represented by curving the power gauge 104. Forexample, when the player twists his/her wrists rightward (clockwise), asshown in FIG. 19(a), the power gauge 104 is curved rightward. When theplayer twists his/her wrists leftward (counterclockwise), as shown inFIG. 19(b), the power gauge 104 is curved leftward. As the twistingdegree is larger, the curving degree is larger. By contrast, as thetwisting degree is smaller, the curving degree is smaller as shown inFIG. 19(c). In this embodiment, as shown in FIG. 20, the maximum valueof the twisting degree (rotation angle around the Z axis) is 35°rightward and leftward (−35° to +35°) with respect to the Y axis of theinput device 8 (even when the twisting degree exceeds this range, such adegree is also treated as 35°). In this embodiment, the twisting degreeis calculated with a premise that the angle at which the re-holdoperation is made is 0°, the rightward twist has a positive value angleand the leftward twist has a negative value angle.

As described above, in this embodiment, two different elements of theswing-up amount and the twisting degree of the wrists are displayed byone power gauge 104.

Now, among various types of processing in this embodiment, distinctiveprocessing will be described. The distinctive processing in thisembodiment is roughly classified into the following three.

-   (1) Shot-related processing-   (2) Power gauge-related processing-   (3) Re-hold guide processing

The (1) shot-related processing is roughly classified into the followingthree.

-   (1-1) Reference plane setting processing-   (1-2) Swing-down motion reflection processing-   (1-3) Backspin processing

First, the (1-1) reference plane setting processing calculates and setsthe reference plane when the B button 32 i is pressed as describedabove. The reference plane is calculated based on multiple points ofview in order to avoid the calculation for finding the forward directionfrom becoming unstable due to the difference in the manner in which thecontroller 5 is held, as described above.

The (1-2) swing-down motion reflection processing calculates a shotpower based on the height of the swing bar 106 when the club is swungup. Specifically, when the club is once swung up and then is swung downslowly, the shot power is calculated to be weak in accordance with thefall of the swing bar 106. By contrast, when the club is once swung upand then is swung down with some vigor, a shot power corresponding to aposition close to the height of the swing bar 106 when the club is swungup is calculated. When the club is once swung up and then is swung downmore vigorously, the shot power is calculated to be stronger. Namely,the swing-down motion reflection processing causes the motion ofswinging down the club during a swing to be reflected on the shot, inother words, reflects the manner of movement of the club when the clubis swung down on the shot power. Specifically, when the club is onceswung up and then is swung down slowly, the swing bar 106 goes down inaccordance with the movement of the club. By contrast, when the club isonce swung up and then is swung down vigorously, a shot can be made atsubstantially the same power as that when the club is swung up.

The (1-3) backspin processing will be described. In this embodiment,when the club is swung to impact the ball, a backspin can be applied tothe ball 103 by stopping the golf club 102 at a position of the ball 103as shown in FIG. 22 (by applying a sudden brake at the position of theimpact to stop the club 102), instead of swinging the club 102 all theway through as shown in FIG. 21. The (1-3) backspin processing detectsthat a sudden brake has been applied to the swing in the middle (a swingwith a braking power) and causes the movement of the club at this pointto be reflected on the struck ball as a backspin.

The (2) power gauge-related processing calculates the swing-up amount(swing angle) and the twisting degree of the wrists (rotation anglearound the Z axis) described above and causes each of the swing-upamount and the twisting degree of the wrists to be reflected on thedisplay of the power gauge 104.

The (3) re-hold guide processing will be described. In this embodiment,it is necessary to perform a “re-hold” operation (to reset the referenceplane) by pressing the B button 32 i periodically as described above.The (3) re-hold guide processing estimates that it is necessary to resetthe reference plane and displays the re-hold guide message 105 at anappropriate timing.

Now, an overview of each of the processing will be described.

(Overview of the Reference Plane Setting Processing)

First, an overview of the (1-1) reference plane setting processing ofthe (1) shot-related processing will be described. As described above,this processing defines the reference plane (forward direction) when theB button 32 i is pressed. In this embodiment, in order to avoid thecalculation result from becoming unstable due to the difference in themanner in which the player holds the input device B when pressing the Bbutton 32 i, the following processing is executed.

First, a plane including the Z-axis direction and a gravity direction(in a local coordinate system of the input device 8) is calculated basedon the current posture of the input device 8. Hereinafter, this planewill be referred to as the “first candidate plane”.

Next, a rotation which directs the positive Z-axis direction toward thegravity direction is applied to the Y axis to calculate a Y′ axis. Thismeans virtually redirecting the input device 8 vertically downward andfinding the Y-axis direction in this state. Then, a plane including theY′-axis direction and the gravity direction is calculated. Hereinafter,this plane will be referred to as the “second candidate plane”.

The reason why the Y axis is not used but the y′ axis is calculated isas follows. In general, it is considered that when the player takes aposture of holding a golf club to be ready to swing, the input device 8is more often at an inclining posture (posture of raising up the Z axis)than a posture of being directed vertically downward. Often, the Y-axisdirection is deviated from the forward direction of the player as aresult of the input device 8 being pulled by a rotation made to takethis posture of raising up the Z axis. Therefore, it is considered thata better calculation result is provided for executing the golf gameprocessing by using the Y′ axis obtained by assuming that the inputdevice 8 is once directed vertically downward than using the Y axis.Hence, the Y axis may be used instead of the Y′ axis depending on theparticulars of the game processing.

Based on the above-described two candidate planes and the referenceplane already calculated at each point in time (i.e., the referenceplane calculated immediately previously), a new reference plane iscalculated. The new reference plane can be calculated by, for example,as follows. According to one method, the new reference plane is found byblending the two candidate planes. In this case, the two planes areblended after being weighted such that the candidate plane locatedcloser to the current reference plane is relied on more heavily.

For example, it is assumed that the input device 8, the reference planeand the two candidate planes have the relationship shown in FIG. 23.FIG. 23 is a schematic view of the input device 8 as seen from thenegative Z-axis direction. Where the angle made by the first candidateplane and the current reference plane is θA and the angle made by thesecond candidate plane and the current reference plane is θB, the newreference plane is calculated by, for example, the following expression.Weight a=1−cos(θB/2)Weight b=1−cos(θA/2)Ratio a=weight a/(weight a+weight b)Ratio b=weight b/(weight a+weight b)New reference plane=ratio a×first candidate plane+ratio b×secondcandidate   expression 1

In the above expression, weight a is larger as the second candidateplane is more deviated from the current reference plane. Weight b islarger as the first candidate plane is more deviated from the currentreference plane.

Ratio a and ratio b may be calculated by the following expression.Weight a=1−cos(θB/2)Weight b=1−cos(θA/2)Ratio a=(weight a)²/((weight a)²+(weight b)²)Ratio b=(weight b)²/((weight a)²+(weight b)²)New reference plane=ratio a×first candidate plane+ratio b×secondcandidate plane   expression 1′

Expressions 1 and 1′ shown above pay attention to the “closeness”between the current reference plane and each of the candidate planes.Alternatively, the new reference plane may be calculated by a techniquepaying attention to the angle made by each of the candidate planes andthe gravity direction, as follows. The angle made by the Z-axisdirection and the gravity direction, and the angle made by the Y-axisdirection (or the Y′-axis direction) and the gravity direction, arecalculated. As the calculated angles are larger, the ratios of theweighted averages (ratio a and ratio b) are made larger.

Still alternatively, the new reference plane may be calculated byselecting only the candidate plane which is closer to the currentreference plane and blending the selected candidate plane and thecurrent reference plane. Assuming that the candidate plane and thereference plane have the relationship shown in FIG. 23, the newreference plane is calculated by, for example, the following expression.New reference plane=0.9×current reference plane+0.1×selected candidateplane   expression 2

In expression 2, the ratios of the weighted averages are fixed (0.9 and0.1). In this expression, the current reference plane is weighted moreheavily, namely, is relied on more heavily.

The ratios of the weighted averages, although being fixed in expression2, do not need to be fixed. For example, the ratios of the weightedaverages in expression 2 may be made higher as the angle made by theaxis used for calculating the “candidate plane closer to the currentreference planes” (Z axis or the Y′ axis) and the gravity direction islarger.

Instead of using the “candidate plane closer to the current referenceplane”, the angle made by the Z axis and the gravity direction and theangle made by the Y′ axis and the gravity direction may be calculated,and the plane corresponding to a larger angle may be selected. In otherwords, the new reference plane may be calculated by relying more heavilyon the candidate plane calculated using the Y′ axis when the inputdevice 8 is directed downward like a golf club which is held to be readyto swing; or by relying more heavily on the candidate plane calculatedusing the Z axis when the input device 8 is directed upward like abaseball bat which is held to be ready to swing.

The above-described blending methods are merely exemplary, and any otherprocessing method is usable as long as each of the two candidate planesand the current reference plane can be appropriately blended together.

As a result of using any of the above-described calculation methods, thereference plane can be corrected as follows. Where the candidate planescalculated by a plurality of methods contradict each other, thereference plane can be corrected mildly in consideration of thereliability; whereas where the candidate planes match each other, thereference plane can be corrected boldly and significantly. By payingattention to the relationship of the candidate planes with the “gravitydirection” and the “current reference plane”, the calculation result isavoided from becoming unstable due to the difference in the manner inwhich the player holds the input device 8. Namely, the forward direction(reference plane) is avoided from being set to be a direction unintendedby the player due to a slight unintentional movement of the input device8 made while the input device 8 is held by the player. As a result, theprocessing is executed such that the position of the reference plane iscorrected in accordance with the manner in which the player holds theinput device 8.

(Overview of the Swing-Down Motion Reflection Processing)

Now, an overview of the (1-2) swing-down motion reflection processingwill be described. This processing causes the movement of the club whenbeing swung down to be reflected on the power of the struck ball. Forexample, when the player swings up the club widely and swings down theclub strongly, the power of the struck ball is calculated to be strong;whereas when the player swings the club weakly or slowly, the power ofthe struck ball is calculated to be weak accordingly. Specifically, itis assumed that the player swings up the controller 5 and as a result,the swing bar 106 goes up to the top of the power gauge 104 (a statewhere the power of the struck ball is expected to be 100%). When theplayer swings down the club quickly from this state, the power (theexpected value of the power of the struck ball represented by theposition of the swing bar 106) which is reflected on the power of thestruck ball is almost 100%. By contrast, it is assumed that, where theswing bar 106 is at the top of the power gauge 104, the player changeshis/her mind (for example, considers that this is too strong) and lowersthe input device 8 (golf club 102) slowly to a position corresponding toabout 75% of the power gauge 104 (position which is about ¾ of the powergauge 104 from the bottom thereof) (in association with this movement,the swing bar 106 is lowered) to make a swing at this position. In thiscase, the power reflected on the power of the struck ball is not 100% asabove but is about 75% in correspondence with the position of the clubafter the player changes his/her mind and lowers the club. In thismanner, the swing-down motion reflection processing causes theparticulars of the swing-down motion to be reflected on the power of thestruck ball.

In this embodiment, the above-described processing is specificallyexecuted as follows. First, a swing-up amount H corresponding to theswingbar 106 is calculated. How to calculate the swing-up amount H willbe described later in the explanation of the “power gauge-relatedprocessing” and the like. Briefly, the amount by which the player swingup the input device 8 (swing angle) is calculated as the swing-up amount(namely, the position of the swing bar 106 in the power gauge 104). Inaddition, in this embodiment, a follow-up amount T (T is 0.0 to 1.0)which follows the swing-up amount (swing bar 106) is calculated. Thefollow-up amount T is found by the following expression.When H<T,T=T+follow-up coefficient Kt×(H−T)   expression 3When H≧T.T=H

The above expressions will be explained. “H<T” refers to when aswing-down motion is made. “H≧T” mainly refers to when a swing-up motionis made. While the swing-up motion is being made, the follow-up amount Tis the same as the swing-up amount H. The follow-up amount T follows theswing-up amount only while the swing-down motion is being made. Thefollow-up coefficient Kt is provided for decreasing the follow abilitywhen the swing is strong (when the acceleration is large) and forincreasing the followability when the swing is weak (when theacceleration is small). The follow-up coefficient Kt is obtained byconverting the strength of the swing which is calculated in terms of theacceleration. Specifically, the follow-up coefficient Kt is found asfollows. First, from the acceleration obtained by the accelerationsensor 37, a gravity component (1.0 G) is removed. An absolute value ofthe result is set as the “magnitude of the acceleration”. In thisembodiment, this absolute value is in the range of 0.0 G to 1.2 G. Themagnitude of the acceleration in the range of 0.0 G to 1.2 G isconverted (assigned) into a value in the range of 0.2 to 0.01, and theobtained value is set as the follow-up coefficient Kt (i.e., Kt=0.2 to0.01).

This calculation provides the following results. As the player, afterswinging up the input device 8, swings down the input device 8 morerapidly or more strongly, the follow-up amount T can be maintained at avalue closer to the maximum value of the past swing-up amounts(hereinafter, referred to as the “maximum swing-up amount”). As theplayer swings down the input device 8 more slowly or more weakly, thefollow-up amount T is decreased in accordance with the swing-up amountH.

Expression 3 uses “(H−T)”. Therefore, as the difference between theswing-up amount H and the follow-up amount T is larger, the value of Tdecreases (follows) by a larger amount.

When H≧T, the swing-up amount H is the lower limit of the value of thefollow-up amount T. This means that even while the swing-down motion isbeing made, the value of the follow-up amount T does not decrease to belower than the value of the swing-up amount H.

For determining the power of the struck ball, in conventional golfgames, the maximum swing-up amount is set as the swing power. In thisembodiment, when the golf club 102 and the ball 103 make an impact, thefinal power of the struck ball (hereinafter, referred to as the “struckball power P”) is determined. As the struck ball power P, the value ofthe follow-up amount T is used instead of the maximum swing-up amount orthe swing-up amount H. Namely, the follow-up amount T corresponding to avalue obtained by correcting the swing-up amount H is used as the struckball power P. Owing to this, the struck ball power can be made differentbetween when the input device 8 is swung down strongly and when theinput device 8 is swung down slowly. In this embodiment, the followingprocessing is further executed to determine the final struck ball powerP.

In this embodiment, in addition to the follow-up amount T, an element of“excessive swing strength S” is calculated (S is 0.0 to 1.0). This isperformed in order to evaluate the “strength” of a down swing as, forexample, a “strong down swing with a force” or a “light down swing withlittle force”, and cause the evaluation result to be reflected on thestruck ball power P. Owing to the above-described calculation method ofthe follow-up amount T, especially the calculation of decreasing thefollow-up coefficient Kt as the acceleration during the swing is larger,the struck ball power P is increased as the input device S is swung morestrongly (as the acceleration is larger). However, the upper limit ofthe struck ball power P is equal to the maximum value of the swing-upamount H. Therefore, however strongly the input device 8 maybe swung,the struck ball power P does not exceed the maximum value of theswing-up amount H. In order to solve this, it is considered to evaluatean acceleration during an excessively strong swing which does notinfluence the struck ball power P (the follow-up amount T) as the“excessive swing strength S” and superpose the “excessive swing strengthS” on the struck ball power P. In this embodiment, the “excessive swingstrength S” is evaluated by a series of swing motions as follows. Theacceleration during a swing is virtually decreased, and it is observedhow the struck ball power P calculated with such a decreasedacceleration changes. For example, the follow-up amount T isre-calculated with an assumption that where the “swing-down strength”from the state of the swing-up amount H is 100%, the acceleration isonly 20% (i.e., the acceleration is decreased by 80%). When there-calculation is performed with the acceleration being estimatedsmaller in this manner, it is expected that the “swing-down strength” isfinally calculated to be 60% to 80% with an influence of the element ofthe follow-up amount T and the like. In the case where, even though theswing-down strength is calculated with the acceleration being decreasedby 80%, the resultant swing-down strength is merely different from theoriginal swing-down strength by a small amount (the re-calculationresult has a value of about 80%), namely, the resultant swing-downstrength is not much different from the original swing-down strength. Itcan be evaluated that the value of the original acceleration is toolarge. By contrast, in the case where the resultant swing-down strengthis much different from the original swing-down strength (there-calculation result has a value of about 60%), It can be evaluatedthat there is no waste in the acceleration. In other words, when thestruck ball power P is decreased in accordance with the decrease in theacceleration, it is considered that the swing has no waste in theacceleration. When the struck ball power P is not much decreased eventhough the acceleration is decreased, it is considered that the originalacceleration is too large, namely, the swing is excessive in terms ofthe acceleration. Hence, a difference between the original “swing-downstrength” and the swing-down strengths obtained by the recalculationperformed with the decreased acceleration is evaluated as the “excessiveswing strength S”.

Specifically, the processing is executed as follows. First, assumingthat the acceleration during the swing is merely 20% of the actualacceleration (the acceleration is decreased by 80%), the samecalculation as that performed to find the follow-up amount T is made.The result is set as a decreased follow-up amount T′ (in thisembodiment, T′ is 0.0 to 1.0). The follow-up amount T and the decreasedfollow-up amount T′ are compared with each other to find the difference.When the difference is small, it is considered that a swing with arelatively strong force (swing excessive in terms of the acceleration)is performed. When the difference is large, it is considered that theactually performed swing has an appropriate strength (in the gameprocessing) (i.e., the actually performed swing is a swing with no wastein the acceleration).

A more specific calculation method will be described. In thisembodiment, T′/T is first calculated. Among the calculation results, avalue in the range of 0.6 to 0.8 is assigned to a value of the excessiveswing strength S (0.0 to 1.0) Using the excessive swing strength S andthe follow-up amount T, the final struck ball power P is calculated bythe following expression.P=T+coefficient Kz×S   expression 4

The coefficient Kz represents the weight applied on S, which is 0.25 inthis embodiment. Namely, the struck ball power P is determined by superposing 25% of the excessive swing strength S on the follow-up amount T(the value of the coefficient Kz is appropriately determined inconsideration of the game balance or the like).

As described above in this embodiment, by executing the processing ofcalculating the struck ball power P in consideration of the elements ofthe follow-up amount T and the excessive swing strength S, theparticulars of the motion of swinging down the input device 8 can bereflected on the struck ball power P. For example, according to thisprocessing, when the input device 8 is swung until the level of theswing bar 106 reaches 100% (the state where the swing bar 106 is at thetop of the power gauge 104) and then swung down quickly, a struck ballpower corresponding to almost 100% level of the swing bar 106 isobtained. When the input device 8 is swung down slowly, a struck ballpower which is lower accordingly is obtained.

(Overview of the Backspin Processing)

Now, an overview of the (1-3) backspin processing will be described. Asdescribed above, a backspin can be applied to the struck ball by makinga swing which stops the golf club in the middle instead of swinging theclub all the way through. In this embodiment, in order to realize such amovement, a “bend” of the head off the golf club is used. Morespecifically, a model of the “bend” in which “the head is bent rearwardby a swing, bent back when the swing is stopped, and in a certain case,bent forward by inertia” is used.

The bend of the club head during a swing in such a model will bediscussed. When a swing is made normally, the golf club is swung up andstarts being swung down. Until the club head hits the ball, the clubhead is bent rearward. When the swing is suddenly stopped as describedabove, namely, a braking power is applied, the club head is consideredto be bent forward by inertia. In this embodiment, processing of findingthe maximum value of the forward bend and causing the maximum value tobe reflected on the backspin ratio is executed. Namely, after the swing(club) is stopped, how forward (in the direction in which the ball spinsto fly) the club head is bent by inertia is measured, and the backspinratio (backspin strength) is set in accordance with the bending degree.

FIG. 24 schematically shows an example of the bend of the head. In FIG.24, angle θ represents the swing-up angle described above. Angle θh(hereinafter, referred to as the “follow-up angle”) represents the angleof the bent head of the club. Thus, a bending angle φ can be calculatedby the following expression (in FIG. 24, φ<0).φ=θh−0   expression 5

A change of the bending angle φ into a forward bend (φ>0) is monitored.The maximum value of the change to the forward bend is found and causedto be reflected on the backspin ratio.

FIG. 25 shows a model of the above-described bend provided using a“spring” and a “damper”. In the model shown in FIG. 25, the club head isconnected to she main body of the club by the “spring” Kp and the“damper” Kd. In this embodiment, the bend of the club head is simulatedusing such a model. Specifically, an acceleration A of the head iscalculated using the following expression.A=−Kp(θh−θ)−Kd(θhd−θd)   expression 6

In expression 6, variable θhd represents a difference between θh in theimmediately previous frame and θh in the current frame. Variable θdrepresents a difference between θ in the immediately previous frame andθ in the current frame. In “−Kp (θh−θ)” in expression 6, θh is thefollow-up angle in the immediately previous frame, and θ is the currentswing-up angle.

In this embodiment, variables Kp (spring) and Kd (damper) are updated inaccordance with the absolute value of the swing-up angle θ. Namely, thebending characteristic is varied in accordance with the swing-up angleθ. This is performed in order to make the head likely to be bent in thevicinity of the impact and unlikely to be bent far from the impact. As aresult, a backspin is likely to be applied when the club is stopped inthe vicinity of the impact, and is unlikely to be applied when the clubis swung all the way through.

Using the acceleration A, the velocity of the club head is calculated.Based on the velocity, the follow-up angle, i.e., the angle (position)θh of the head is calculated. Once the follow-up angle θh is calculated,the bending angle θ can be calculated using expression 5.

Then, processing of updating the backspin ratio K using the maximumvalue of the forward bending angle φ is executed. In this embodiment,processing of varying the degree, at which the bending angle φ isreflected on the backspin ratio, in accordance with the type of the clubor the struck ball power is also executed.

Owing to such processing, when the club is stopped in the vicinity ofthe impact during a swing, a backspin can be applied. In addition, whenthe swing is vigorous before the club is stopped, a stronger backspincan be applied (because the club head is bent forward by inertia).

(Overview of the Power Gauge-Related Processing)

Now, an overview of the (2) power gauge-related processing will bedescribed. In this embodiment, as described above, the twisting degreeof the wrists (rotation around the Z axis) and the swing-up amount H arecalculated. The swing-up amount H is displayed as the swing bar 106, andthe twisting degree is displayed by curving the power gauge 104 itself.Thus, two different elements are displayed with one power gauge.

In this embodiment, the twisting degree is specifically calculated asfollows. As described above, at the time of the re-hold operation, thereference plane is calculated. At this point, an angle of the X axis ofthe input device 8 with respect to the reference plane is calculated andstored (hereinafter, this angle will be referred to as the “reference Xangle”). FIG. 26 is a schematic view showing the concept of thereference X angle. FIG. 26 shows the input device 8 directed verticallydownward, which is seen from the negative Z-axis direction. In FIG. 26,the angle of the X-axis direction of the input device 8 with respect tothe reference plane is 90°.

Next, during the swing (processing in each frame after the referenceplane is set), a reference plane is virtually calculated using the sametechnique as that used for calculating the reference plane, based on theposture of the input device 8 at each point in time (hereinafter, thisplane will be referred to as the “virtual reference plane”). An angle ofthe X-axis direction of the input device 8 with respect to the virtualreference plane is calculated. For example, it is assumed that the inputdevice 8 is slightly inclined rightward with the Z axis being directedvertically downward, and that the virtual reference plane including theZ axis and the gravity direction and the angle of the X-axis directionwith respect to the virtual reference plane at this point are as shownin FIG. 27 (hereinafter, this angle will be referred to as the “currentX angle”). It is assumed that the current X angle is, for example, 100°.A difference between reference X angle and the current X angle iscalculated, and this difference is set as the twisting angle. In theabove example, the twisting angle is 100°−90°=10°. Based on the twistingangle thus calculated, the power gauge 104 is displayed as being curvedin real time during the swing motion (until the shot is made). Forexample, the curving degree of the power gauge 104 is defined at a valuein the range of −1.0 to 1.0 (a negative value indicates that the powergauge 104 is curved leftward and a positive value indicates that thepower gauge 104 is curved rightward). Then, as shown in FIG. 28, thevalue of the twisting degree is assigned to a value in this range inaccordance with the line graph. Thus, the curving degree of the powergauge 104 is calculated. Based on the curving degree, the power gauge104 is curved.

It is conceivable that the twisting degree is calculated using only theangular velocity of the Z axis. However, the actual swing motion is notperformed by only the rotation around the Z axis, but is performed by acombination of the rotation around the Z axis, the rotation around the Xaxis and the rotation around the Y axis. Therefore, even if the“accumulated value of the angular velocity of the Z axis” is zero, itmay not be determined that there is no twisting of the wrists. For thisreason, in this embodiment, the twisting degree is calculated using theplane based on the posture of the input device 8.

The swing-up amount H is obtained by calculating the angle, at which thegolf club 102 (input device 8) is swung up, with respect to thereference posture, namely, how much the Z axis of the input device 8 israised from the ground. This swing-up angle is converted into theswing-up amount H and is caused to be reflected on the position of theswing bar 106. In the case of a golf swing, the input device 8 isconsidered to be at the reference posture when the positive Z-axisdirection is directed vertically downward. By finding the inclination ofthe Z axis with respect to this state, the swing-up angle can be found.

More specifically, in this embodiment, the swing-up amount H iscalculated as follows. First, based on the reference plane, a coordinatesystem {L} shown in FIG. 29 is set, in which an upper gravity directionis the Y direction and a vertical direction with respect to thereference plane is the X direction. Hereinafter, this coordinate systemwill be referred to as the “{L} coordinate system”.

Next, a vector D is calculated by converting the positive z-axisdirection in the local coordinate system of the input device 8 duringthe swing into a direction in the {L} coordinate system.

Based on three axial components of the vector D (Dx, Dy, Dz), theswing-up angle θ is calculated using the following expression.θ=A tan(Dx, −Dy+K×Dz)   expression 7

In the above expression, variable K>0. The element of Dz is added inconsideration of the case where the input device 8 is swung horizontally(like in baseball). Namely, the calculation result of the angle isavoided from becoming unstable when Dx and Dy both approach zero (astate where the input device 8 is held horizontally). In the case whereDz is on the positive side, the same effect as that obtained when theinput device 8 is directed more downward than actual is provided. In thecase where Dz is on the negative side, the same effects as that obtainedwhen the input device 8 is directed more upward than actual is provided.In other words, even when the input device 8 is swung horizontally (evenwhen the input device 8 is swung like in baseball), an effect as thatobtained when the input device B is swung vertically (golf swing) isprovided to a certain degree.

As a result of using the above expression, when the input device 8 takesthe posture of the re-hold operation (the posture at which the B button32 i is pressed), θ=0. When the input device 8 is swung forward (in thedirection in which the ball is to fly), θ is calculated to have apositive value. When the input device 8 is swung up, θ is calculated tohave a negative value. The swing-up angle θ thus obtained is convertedinto the swing-up amount H. For example, the swing-up angle θ is set tobe in a range of −180° to +180°, and the swing-up amount H is set to bein a range of 0.0 to 1.0. In accordance with the line graph shown inFIG. 30, the absolute value of the swing-up angle θ is converted intothe swing-up amount H. By moving the swing bar 106 up and down inaccordance with the swing-up amount H, the swing-up amount is displayed.In this embodiment, when the swing-up amount H is 0.0, the swing bar 106is at the bottom of the power gauge 104; whereas when the swing-upamount H is 1.0, the swing bar 106 is at the top of the power gauge 104.

As described above, in this embodiment, the twisting degree isrepresented by the curving of the power gauge 104, and the swing bar 106is moved up and down in the power gauge 104. Thus, for example, thepower gauge 104 is displayed as shown in FIG. 18. Two elements of theswing-up amount (providing an estimate on the struck ball power) and thetwisting degree of the wrists (opening degree of the face) are displayedtogether. This makes it possible to allow the player to intuitivelyperceive the influence on the golf ball at the time of shot.

(Overview of the Re-Hold Guide Processing

Now, an overview of the (3) re-hold guide processing will be described.As described above, in this embodiment, the re-hold guide 105 shown inFIG. 12 is displayed at an appropriate timing for urging the player tomake a “re-hold” operation by pressing the B button 32 i. The re-holdguide 105 is displayed as follows. Basically, at the timing when the Bbutton 32 i is pressed, an internal counter starts counting up(hereinafter, referred to as the “guide display counter”). The guidedisplay counter counts up frame by frame, and when the value of theguide display counter reaches a predetermined value or greater, there-hold guide 105 is displayed. In this embodiment, in order todetermine the “appropriate timing”, the “necessity degree of re-hold”(hereinafter, referred to as the “necessity degree Kr”) and the“possibility that the holding posture is taken” (hereinafter, referredto as the “holding posture possibility Ks”) are calculated and caused tobe reflected on the count-up described above. Moreover, the guidedisplay counter is reset at a predetermined timing in order to make the“appropriate timing” more accurate. Specifically, the guide displaycounter is reset at the following timings.

(1) When the B button 32 i is pressed.

(2) When the posture of the input device 8 is significantly differentfrom the posture expected at the time of “re-hold” (address posture).For example, when the positive Z-axis direction of the input device 8 isdirected above the horizontal direction while the positive Y-axisdirection is directed below the horizontal direction (like the postureof a baseball batter).

(3) During a swing. Whether or not a swing is being made is determinedbased on whether or not the absolute value of the angular velocity orthe acceleration is greater than a predetermined value; specifically,whether or not the absolute value of the angular velocity is larger than30 deg/sec., and whether or not the absolute value of the accelerationis larger than 0.2 G.

Now, methods for calculating the necessity degree Kr and the holdingposture possibility Ks will he described. The necessity degree Kr is thedegree at which the re-hold operation is considered to be necessary. Theholding posture possibility Ks is the possibility at which the player isin a state of holding. Herein, the “state of holding” is a state wherethe front surface of the input device 8 is directed downward to acertain degree (state closer to the address state) Namely, a state wherethe golf club is swung up is excluded.

In this embodiment, the necessity degree Kr is calculated as follows.First, assuming that “the B button is pressed at this instance”, atemporary reference plane is created. An absolute value of the anglebetween the temporary reference plane and the current reference plane iscalculated. (The angle made by these two planes means the angle made bysurface normals of the two planes.) When this angle is 0°, it isdetermined that the re-hold operation is not necessary; whereas whenthis angle is 11° or greater, it is determined that the re-holdoperation is necessary.

The necessity degree Kr is set to be in the range of 0.0 to 1.0. A valueof 0.0 means that the re-hold operation is not necessary, whereas avalue of 1.0 means that the re-hold operation is highly necessary.Namely, when the angle is 0°, Kr=0.0; whereas when the angle is 11°,Kr=1.0. A value of Kr between 0° to 11° is calculated by linearinterpolation.

Now, the holding posture possibility Ks is calculated using the elementsof an angular velocity stable state Sw, an acceleration stable state Sa(i.e., a state where no active motion is generated), and a re-holdingposture accuracy St. The angular velocity stable state Sw is calculatedas follows. When it is considered that a swing is not being made basedon the angular velocity, namely, when the absolute value of the angularvelocity is 30 deg/sec. or less, the absolute value of such an angularvelocity is converted into a value in the range of 0.0 to 1.0. Theobtained value is set to be Sw. The acceleration stable state Sa iscalculated in substantially the same manner. When it is considered thata swing is not being made based on the acceleration, the absolute valueof such an acceleration in the range of 0 G to 0.2 G is assigned to avalue in the range of 0.0 to 1.0. The obtained value is set to be Sa.

The element of the re-holding posture accuracy St represents the degreeat which the input device 8 is lowered. This is represented by thecloseness of the X axis of the input device 8 to a horizontal state.FIG. 31 shows the concept of the re-holding posture accuracy St. Asshown in FIG. 31(a), in a state where the front surface of the inputdevice 8 is directed downward, the X axis in the local coordinate systemof the input device 8 is in the horizontal state (see FIG. 31(d)). Thisstate is set as an ideal re-holding posture. By checking whether or notthe X axis of the input device 8 of the posture calculated at each pointin time is horizontal (see FIGS. 31(b) and (c)), the re-holding postureaccuracy St can be calculated. More specifically, an absolute value ofthe gravity direction component of the X axis is calculated andindicated by a value in the range of 0.0 to 1.0. The obtained value isthe re-holding posture accuracy St.

Using the above-described elements, the holding posture possibility Ksis calculated by the following expression.Ks=Sw×Sa×St   expression 8

Once the necessity degree Kr and the holding posture possibility Ks arecalculated as described above, count-up is performed by the guidedisplay counter C based on Kr and Ks using the following expression.C=C+Kr×Ks   expression 9

When the value of the guide display counter C exceeds 30, theabove-described processing of displaying the re-hold guide 105 shown inFIG. 12 is executed. Owing to this, the re-hold guide 105 is displayedafter measuring the timing at which the “re-hold” is necessary andeffective. Thus, the re-hold operation by the player is expected to beperformed at a more appropriate timing.

Now, game processing executed by the main body of the game apparatus 3will be described in detail. First, data to be stored on the externalmain memory 12 for executing the game processing will be described. FIG.32 shows a memory map of the external main memory 12 of the gameapparatus 3. As shown in FIG. 32, the external main memory 12 includes aprogram storage area 121 and a data storage area 126. Data stored in theoptical disc 4 is transferred to, and stored in, the program storagearea 121 and the data storage area 126 of the external main memory 12for executing the game program.

The program storage area 121 stores the game program to be executed bythe CPU 10. The game program includes a main processing program 122, aswing-related processing program 123, an impact-related processingprogram 124, a ball moving processing program 125, and the like. Themain processing program 122 corresponds to the processing in a flowchartin FIG. 35 through FIG. 37 described later. The swing-related processingprogram 123 causes the CPU 10 to execute various types of processingrelating to the swing motion made by the player. The impact-relatedprocessing program 124 causes the CPU 10 to execute, for example,processing for determining whether or not an impact has been generated.The ball moving processing program 125 causes the CPU 10 to executeprocessing for moving the struck ball.

The data storage area 126 stores data such as operation data 127, gameprocessing data 128 and the like, as well as various flags and variablestemporarily used during the game processing.

The operation data 127 is sent from the controller 5 to the gameapparatus 3. As described above, the operation data is sent from thecontroller 5 to the game apparatus 3 at a rate of once in 1/200 seconds.Therefore, the operation data 127 stored on the external main memory 12is updated at this rate. In this embodiment, the external main memory 12only needs to store the latest operation data (data obtained at the mostrecent time).

As shown in FIG. 33, the operation data 127 includes angular velocitydata 131, acceleration data 132, marker coordinate data 133, andoperation button data 134. The angular velocity data 131 represents anangular velocity detected by the gyrosensors 55 and 56 of the gyrosensorunit 7. Herein, the angular velocity data 131 represents an angularvelocity around each of the three axes of X, Y and Z shown in FIG. 3.The acceleration data 132 represents an acceleration (accelerationvector) detected by the acceleration sensor 37. Herein, the accelerationdata 132 represents a three-dimensional acceleration vector having, as acomponent, an acceleration in each of the three axes of X, Y and Z shownin FIG. 3. In this embodiment, the magnitude of the acceleration vectorwhich is detected by the acceleration sensor 37 in the state where thecontroller 5 is still is “1”. Namely, the magnitude of the gravitationalacceleration which is detected by the acceleration sensor 37 is “1”.

The marker coordinate data 133 represents a coordinate calculated by theimage processing circuit 41 of the imaging information calculationsection 35, namely, the above-described marker coordinate. The markercoordinate is represented by a two-dimensional coordinate system whichindicates a position on a plane corresponding to the taken image. In thecase where the imaging element 40 takes an image of two markers 6R and6L, two marker coordinates are calculated. By contrast, in the casewhere only one of the markers 6R and 6L is present in the range whichcan be imaged by the imaging element 40, an image of only one marker istaken by the imaging element 40 and thus only one marker coordinate iscalculated. In the case where neither the marker 6R nor 6L is present inthe range which can be imaged by the imaging element 40, no image of themarker is taken by the imaging element 40 and thus no marker coordinateis calculated. Therefore, the marker coordinate data 133 may representtwo marker coordinates, one marker coordinate or absence of markercoordinate.

The operation button data 134 represents an input state of each of theoperation buttons 32 a through 32 i.

As shown in FIG. 34, the game processing data 128 includes input deviceposture data 141, reference plane data 142, reference X angle data 143,virtual reference plane data 144, current X angle data 145, twistingangle data 146, swing-up amount data 147, {L} coordinate system data148, vector D data 149, first candidate plane data 150, second candidateplane data 151, immediately previous swing-up angle data 152,immediately previous follow-up angle data 153, immediately previousbending angle data 154, a guide display counter 155, struck ball powerdata 156, backspin ratio data 157, struck ball parameters 158, currentstate data 159, image data 160, a shot flag 161, an in-flight flag 162,a backspin flag 163, a termination flag 184 and the like.

The input device posture data 141 represents a posture of the inputdevice 8. In this embodiment, the posture of the input device 8 isrepresented by a set of three vectors perpendicular to one another(i.e., X axis, Y axis, and Z axis). In this embodiment, when the poweris turned on or the game processing is started, the posture of the inputdevice 8 in a world coordinate system (i.e., posture as seen in thelocal coordinate system of the input device S) is set as X axis=(1,0,0),Y axis=(0,1,0) and Z axis=(0,0,1) as an initial value. After the gameprocessing is started, the posture represented by the input deviceposture data 141 is calculated as a posture with respect to the worldcoordinate system based on the value obtained from the gyrosensor unit7.

The reference plane data 142 and the reference X angle data 143respectively represent the reference plane and the reference X angledescribed above. In this embodiment, data representing various planes isstored as angle data of a rotation around the gravity direction as theaxis. Since the various planes include (are parallel to) the gravitydirection, the angle data is stored in order to define the respectiveplanes. In addition, although being redundant, one axis of horizontalvector (vertical to the gravity direction) included in the plane may bestored as the data. Such data is easy to use in the processing describedlater. Alternatively, three-axis vector data, including the one axis ofhorizontal vector as well as one axis of vector in the upward gravitydirection and one axis of vector in the direction of normal to theplane, may be stored.

The virtual reference plane data 144 and the current X angle data 145respectively represent the virtual reference plane and the current Xangle used for, for example, calculating the twisting angle describedabove. The twisting angle data 146 represents the calculated twistingangle.

The swing-up amount data 147 corresponds to the swing-up amount Hdescribed above. The {L} coordinate system data 148 represents the {L}coordinate system (see FIG. 29) described above. The vector D data 149represents the vector D shown in FIG. 29.

The first candidate plane data 150 and the second candidate plane data151 respectively represent the first candidate plane and the secondcandidate plane used for calculating the reference plane describedabove.

The immediately previous swing-up angle data 152, the immediatelyprevious follow-up angle data 153, and the immediately previous bendingangle data 154 are used for, for example, determining whether or not animpact has been generated. Such data represents a value of the swing-upangle or the respective element calculated in the immediately previousloop.

The guide display counter 155 is provided for measuring a timing fordisplaying the re-hold guide 105 shown in FIG. 12.

The struck ball power data 156 represents the power of the struck ball(data corresponding to the struck ball power P described above). Thebackspin ratio data 157 represents the backspin ratio described above.The struck ball parameters 158 are various parameters used for movingthe struck ball, which include an orbit (trajectory) on which the struckball moves, the moving velocity and the like.

The current state data 159 includes data regarding the environmentsaround the player object in the virtual game space, such as the type ofthe golf club currently selected, the current location (e.g., fairway orrough), the direction and strength of the wind, and the like.

The image data 160 includes data on various types of images to bedisplayed as game images. The image of the re-hold guide 105 is includedin the image data 160.

The shot flag 161 is used to determine whether or not the A button 32 dis pressed at the time of the swing, namely, whether or not the swingmade by the player is a practice swing. When the A button 32 d ispressed, the shot flag 161 is set to be on.

The in-flight flag 162 is used to determine whether the current state isbefore or after an impact is generated (before or after the ball ishit). The in-flight flag 162 is set to be off before the impact isgenerated, and is set to be on after the impact is generated.

The backspin flag 163 indicates whether or not it is necessary toexecute the processing of calculating the backspin ratio. The backspinflag 163 is set to be on at the time when an impact is generated, and isset to be off when the calculation of the backspin ratio is finished(because, in this embodiment, the processing of calculating the backspinratio is executed after an impact is generated and before the struckball makes a landing).

The termination flag 164 indicates whether or not the processingcorresponding to one shot has been terminated.

Now, with reference to FIG. 35 through FIG. 53, the game processingexecuted by the game apparatus 3 will be described. When the power ofthe game apparatus 3 is turned on, the CPU 10 of the game apparatus 3executes a starting program stored on the ROM/RTC 13 to initializevarious units including the external main memory 12. The game programstored on the optical disc 4 is read onto the external main memory 12,and the CPU 10 starts the execution of the game program. The flowchartin FIG. 35 through FIG. 37 shows the game processing corresponding toone shot in the golf game. For the motion of each shot made by theplayer, the processing shown in the flowchart in FIG. 35 through FIG. 37is executed. The processing loop of steps S1 through S21 shown in FIG.35 through FIG. 37 is performed repeatedly for each frame.

As shown in FIG. 35, the CPU 10 first executes initialization processing(step S1). This processing initializes various flags and variables.

Next, the CPU 10 obtains the operation data 127 (step 82). Then, the CPU10 determines whether the in-flight flag 162 is on or not (step S3). Thein-flight flag 162 indicates whether the current state is before orafter the impact. When it is determined that the in-flight flag 162 ison, namely, when the current state is after the impact (YES in step S3),the CPU 10 advances to step S4. The processing after this will bedescribed later.

By contrast, when the in-flight flag 162 is off (NO in step S3), thecurrent state is before the club impacts the ball 103. Therefore, theCPU 10 executes environment setting processing (step S5 in FIG. 36).This processing sets shot-related environments. For example, it isdetermined whether the current position of the player object 101 is inthe fairway/rough or in the bunker; and the upper limit of the struckball power is set, or the outgoing direction of the ball is changed inaccordance with the topography or the like. Data representing theparticulars set by this processing is stored on the external main memory12 as the current state data 159. This processing is not directlyrelated to the essence of the present invention and will not bedescribed in detail.

Next, the CPU 10 determines whether or not the operation particularrepresented by the operation data 127 obtained in step S2 is regardingan operation other than the swing operation (step S6). An operationother than the swing operation is an operation not related to theessence of the present invention, for example, an operation of selectingthe golf club or an operation of changing the direction of the shot(changing the direction of the virtual camera). When the operation ofselecting the golf club is performed, data representing the type of theselected golf club (driver, iron, etc.) is stored on the external mainmemory 12 as a part of the current state data 159.

When it is determined that an operation other than the swing operationhas been performed (YES in step S6), the CPU 10 advances to step S19described later. By contrast, when the operation is not other than theswing operation (NO in step S6), the CPU determines whether or not theoperation particular represented by the operation data 127 is that the Bbutton 32 i is pressed (step S7). When it is determined that the Bbutton 32 i has been pressed (YES in step S7), the CPU 10 executesre-hold processing (step S8). The re-hold processing, for example,calculates the reference plane described above.

FIG. 38 is a flowchart showing the details of the re-hold processingshown in step S8. As shown in FIG. 38, the CPU 10 first executesprocessing of calculating the posture of the input device 8 based on theacceleration data 132 and the angular velocity data 131 included in theoperation data 117 (step S31). This processing, which may be executed inany method, is executed as follows in this embodiment. As describedabove, first, the posture of the input device 8 is calculated based onthe angular velocity detected by the gyrosensor unit 7. The posture canbe calculated from the angular velocity by, for example, successivelyadding the angular velocity (per unit time) to the initial posture.Namely, starting from the initial state, the posture calculatedimmediately previously is successively changed and thus updated based onthe angular velocity successively output from the gyrosensor unit 7. Inthis manner, the current posture can be calculated. Next, the posturecalculated from the angular velocity is corrected based on theacceleration data detected by the acceleration sensor 37. According tothe correction in this embodiment, the posture calculated from theangular velocity is made closer to the posture determined by theacceleration data. The next time the posture is updated based on theangular velocity, the angular velocity is added to the correctedposture. The posture determined by the acceleration data is,specifically, the posture of the input device 8 with an assumption thatthe direction of the acceleration represented by the acceleration datais vertically downward; namely, the posture calculated with anassumption that the acceleration represented by the acceleration data isa gravitational acceleration. The posture determined by theacceleration, by nature, is correct when the sensor is in a still statebut has an error when the sensor is moving. By contrast, the posturecalculated by a gyrosensor, by nature, has error accumulated along withtime where the sensor output has errors. Accordingly, by updating theposture with constant corrections, a posture with little error iscalculated. The posture thus corrected is stored on the external mainmemory 12 as the input device posture data 141 (hereinafter, thisposture will be referred to as the “current posture”) In the case wherethe acceleration data is not to be reflected on the posture of the inputdevice 8, an accumulation result of the angular velocities may be addedto the initial posture.

Next, the CPU 10 executes the reference plane setting processing (stepS32). FIG. 39 is a flowchart showing the details of the reference planesetting processing. As shown in FIG. 39, the CPU 10 first calculates aplane, including the current Z-axis direction of the input device 8 inthe local coordinate system (hereinafter, the Z axis in the localcoordinate system will be referred to as the “local Z axis”) and thegravity direction, as the first candidate plane, and stores the firstcandidate plane on the external main memory 12 as the first candidateplane data 150 (step S41).

Next, the CPU 10 calculates a rotation matrix which directs the local Zaxis at the current posture toward the gravity direction. The CPU 10applies the calculated rotation matrix to the current Y axis of theinput device 8 in the local coordinate system (hereinafter, the Y axisin the local coordinate system will be referred to as the “local Yaxis”) to calculate the Y′ axis (step S42).

Next, the CPU 10 calculates a plane including the Y′ axis and thegravity direction as the second candidate plane, and stores the secondcandidate plane on the external main memory 12 as the second candidateplane data 151 (step S43).

Next, the CPU 10 calculates an angle made by the current reference plane(the reference plane most recently calculated) and the first candidateplane and an angle made by the current reference plane and the secondcandidate plane (θA and θB in FIG. 23) (step S44). Based on the angles,the CPU 10 calculates a new reference plane using expression 1 (orexpression 1′ or 2) and stores the obtained new reference plane on theexternal main memory 12 as the reference plane data 142 (step S45).

When this processing is first executed after the game processing isstarted, the reference plane has not been calculated. Therefore, onlywhen this processing is first executed, the reference plane iscalculated as follows. The CPU 10 calculates a plane which equallydivides the angle made by the first candidate plane and the secondcandidate plane (θA+θB) into two (i.e., averages the two angles), andsets this plane as a new reference plane.

When this processing is first executed, the reference plane may becalculated by the following method, alternatively. An angle between theZ-axis direction and the gravity direction is set as a weight to beapplied on the first candidate plane, and an angle between the Y′-axisdirection and the gravity direction is set as a weight to be applied onthe second candidate plane. A new reference plane may be calculated byobtaining a weighted average of the first candidate plane and the secondcandidate plane.

Next, based on the (new) reference plane, the CPU 10 sets the {L}coordinate system (see FIG. 29) described above (step S46).

Next, the CPU 10 applies a virtual rotation which makes the local Z axisparallel to the reference plane to the current X axis of the inputdevice 8 (hereinafter, referred to as the “local X axis”) to calculatethe X′ axis (step S47). FIG. 40 shows an overview of this processing.FIG. 40(a) shows the actual posture of the input device 8, and FIG.40(b) shows a virtual posture of the input device 8 obtained by applyingthe above-described rotation.

Next, the CPU 10 calculates an angle of the X′ axis with respect to thereference plane, and stores the obtained angle on the external mainmemory 12 as the reference X angle data 143 (step S48). Thus, thereference plane setting processing is finished.

Returning to FIG. 38, after the reference plane setting processing, theCPU 10 executes for example, posture control on the player object 101(step S33). Namely, based on the current posture calculated above, theCPU 10 moves the position of the golf club 102 or the like or causes theplayer object 101 to make a re-hold operation (e.g., causes the playerobject 101 to behave like re-gripping the golf club).

Next, the CPU 10 resets the guide display counter 155 used fordisplaying the re-hold guide 105 (see FIG. 12) (step S34).

Next, the CPU 10 initializes the display particulars of the power gauge104 (step S35). Specifically, the CPU 10 makes the power gauge 104straight as shown in FIG. 8 or FIG. 12 and sets the position of theswing bar 106 at the bottom of the power gauge 104. Thus, the re-holdprocessing is finished.

Returning to FIG. 36, after the re-hold processing, the CPU 10 executesdrawing processing (step S20 in FIG. 37). Namely, the CPU 10 displays animage of the virtual game space taken by the virtual camera on the TV 2as a game image. After step S20, the CPU 10 determines whether or notthe game is to be terminated based on whether the termination flag 164is on or not (step S21). When YES, the CPU 10 terminates the game;whereas when NO, the CPU 10 returns to step S2 to repeat the gameprocessing.

Next, processing executed when it is determined in step S7 that the Bbutton 32 i has not been pressed (NO in step S7) will be described. Inthis case, the CPU 10 determines whether or not the operation particularof the operation data is that the A button is pressed, namely, whetheror not the A button 32 d has been pressed (step S9).

When it is determined that the A button 32 d has been pressed (YES instep S9), the CPU 10 executes setting processing for treating the swingmade by the player as a “shot” motion of hitting the ball, not as a“practice swing”, as follows. The CPU 10 first determines whether theshot flag 161 is on or not (step S13). When it is determined that theshot flag 161 is not on (NO in step S13). It is considered that thecurrent state is immediately after the A button 32 d is pressed.Therefore, the CPU 10 sets the shot flag 161 to be on (step S14). Then,the CPU 10 controls the player object 101 to advance toward the positionof the ball 103 (to approach the ball 103) (controls the state in FIG. 8into the state in FIG. 10) (step S15). Then, the CPU 10 advances to stepS16 (FIG. 37) described later.

By contrast, when it is determined in step S3 that the shot flag 16 isset to be on (YES in step S13), it is considered that the A button 32 dhas been continuously pressed. Therefore, the CPU 10 advances to stepS16.

When it is determined in step S9 that the A button has not been pressed(NO in step S9), the CPU 10 executes setting processing for treating theswing made by the player as a “practice swing”, as follows. The CPU 10first determines whether the shot flag 161 is on or not (step S10). Whenit is determined that the shot flag 161 is on (YES in step S10), it isconsidered that the current state is immediately after the A button 32 dis released after being pressed continuously. Therefore, the CPU 10 setsthe shot flag 161 to be off (step S11). Then, the CPU 10 controls theplayer object 101 to retract from the position of the ball 103 (controlsthe state in FIG. 10 back to the state in FIG. 8) (step S12). Then, theCPU 10 advances to step S16.

By contrast, when it is determined in step S10 that the shot flag 161 isoff (NO in step S10), the CPU 10 advances to step S16 without executingthe processing in step S11 and S12.

Next, the CPU 10 executes swing-related processing (step S16 in FIG.37). FIG. 41 is a flowchart showing the details of the swing-relatedprocessing. As shown in FIG. 41, the CPU 10 first calculates the currentposture of the input device 8 based on the operation data 127 (stepS51).

Next, the CPU 10 executes power gauge updating processing (step S52).This processing determines (updates) the display particulars of thepower gauge 104 described above (corresponding to the (2) powergauge-related processing, an overview of which is described above).

FIG. 42 is a flowchart showing the details of the power gauge updatingprocessing. As shown in FIG. 42, the CPU 10 first executes twistingangle calculation processing (step S61). This processing obtains thetwisting angle described above. FIG. 43 is flowchart showing the detailsof the twisting angle calculation processing. As shown in FIG. 43, theCPU 10 first generates a virtual reference plane based on the currentposture of the input device 8 (step S71). Namely, the CPU 10 virtuallygenerates the reference plane as described above with an assumption thatthe B button 32 i has been just pressed. Hereinafter, such a referenceplane will be referred to as the “virtual reference plane”. The virtualreference plane is generated by the same processing as that in steps S41through S45 described above with reference to FIG. 39. The generatedplane is stored on the external main memory 12 as the virtual referenceplane data 144.

Next, the CPU 10 applies a rotation which makes the local Z axis of theinput device 8 parallel to the virtual reference plane to the local Xaxis to calculate a virtual X′ axis (step S72) Then, the CPU 10calculates an angle of the virtual X′ axis with respect to the virtualreference plane, and stores the obtained angle on the external mainmemory 12 as the current X angle data 145 (step S73). The processing insteps S72 and S73 is substantially the same as the processing in stepsS47 and S48 described above with reference to FIG. 39 except for beingexecuted with respect to the virtual reference plane, and will not bedescribed in detail.

Next, the CPU 10 calculates the twisting angle by the followingexpression and stores the obtained twisting angle on the external mainmemory 12 as the twisting angle data 146 (step S74).Twisting angle=current X angle−reference X angle   expression 10

Thus, the twisting angle calculation processing is finished.

Returning to FIG. 42, after the twisting angle calculation processing,the CPU 10 executes swing-up angle calculation processing (step S62).FIG. 44 is a flowchart showing the details of the swing-up anglecalculation processing. As shown in FIG. 44, the CPU 10 first convertsthe local Z axis of the current posture of the input device 8 intothe{L} coordinate system (FIG. 29 regarding the swing angle calculation)to calculate the vector D (step S81).

Next, the CPU 10 calculates the swing-up angle θ using expression 7 (θ=Atan(Dx, −Dy+K×Dz)) (step S82). As described above, the swing-up angle θis 0° at the posture of the re-hold operation, has a positive value whenthe club is swung forward, and has a negative value when the club isswung up. Thus, the swing-up angle calculation processing is finished.

Returning to FIG. 42, after the swing-up angle θ is calculated, the CPU10 executes processing of determining the degree at which the twistingangle is to be reflected on the curving of the power gauge 104 based onthe absolute value of the swing-up angle θ (reflection degree) (stepS63). According to this processing, as the swing-up angle is larger (asthe club is swung more widely) the influence of the twisting angle ismade smaller; whereas as the swing-up angle is smaller (as the head ofthe golf club 102 is closer to the ball 103), the influence of thetwisting angle is made larger. Namely, where the twisting angle of thewrists is the same, when the club is swung widely, the power gauge 104is not curved much; whereas when the head of the club is closer to theball 103, the twisting angle is reflected on the curving of the powergauge 104 at a larger degree and the power gauge 104 is displayed ascurving more. For example, where the reflection degree is in the rangeof 0.0 (low reflection degree) to 1.0 (high reflection degree), when theswing-up angle is 0°, the reflection degree is 1.0; whereas when theabsolute value of the swing-up angle is 180°, the reflection degree is0.0. Values between these angles are assigned so as to make a line graph(the values may be assigned so as to be nonlinear, needless to say).

Next, the CPU 10 curves the power gauge 104 based on the twisting angleand the reflection degree (step S64). For example, the CPU 10 executesthe processing of converting a twisting angle in the range of −35° to+35° into a curving degree in the range of −1.0 to 1.0 using thefunction corresponding to the graph shown in FIG. 28. For theconversion, the reflection degree is used as the coefficient. Forexample, where the twisting angle is 10°, when the reflection degree is1.0 (close to the address state), 10° is reflected as it is; whereaswhen the reflection degree is 0.5 (a state where the club is swung abouthalf), a value obtained by multiplying 10° by 0.5 is calculated as thecurving degree.

Next, the CPU 10 converts the swing-up angle θ into the swing-up amountH (step S65). Specifically, the CPU 10 converts the absolute value ofthe swing-up angle θ (−180° to +180°) into the swing-up amount H (0.0 to1.0) using the function corresponding to the graph shown in FIG. 30.

Next, the CPU 10 moves the swing bar 106 based on the swing-up amount H(step S66). Thus, the power gauge updating processing is finished.

Returning to FIG. 41, after the power gauge updating processing, the CPU10 executes struck ball power calculation processing (step S53). FIG. 45is a flowchart showing the details of the struck ball power calculationprocessing. As shown in FIG. 45, the CPU 15 first sets the follow-upcoefficient Kt and calculates the follow-up amount T using the follow-upcoefficient Kt as described above in the section of the “swing-downmotion reflection processing” (step S91).

Next, the CPU 10 calculates the excessive swing strength S describedabove (step S92). Namely, assuming that the acceleration is decreased by80%, the CPU 10 executes substantially the same calculation as that forfinding the follow-up amount T to calculate the excessive swing strengthS.

Next, the CPU 10 calculates the struckball power P using expression 4and stores the obtained struck ball power P on the external main memory12 as the struck ball power data 156 (step S93). Thus, the struck ballpower calculation processing is finished.

Returning to FIG. 41, after the struck ball power calculationprocessing, the CPU 10 executes bending angle calculation processing(step S54). This processing calculates the bending angle of the head ofthe golf club 102, which i s used for calculating the backspin ratiodescribed above. FIG. 46 is a flowchart showing the details of thebending angle calculation processing. As shown in FIG. 46, the CPU 10first sets a bending characteristic (step S101). Namely, the CPU 10 setsthe variables Kp (spring) and Kd (damper) in accordance with theabsolute value of the swing-up angle θ. Kp and Kd are set as follows.The absolute value |θ| of the swing-up angle is in the range of 0° to180°. Kp is set by assigning values of 0.01 to 0.015 to values in therange of 0° to 90° in the above range (to the values exceeding 90°, Kpis uniformly 0.015). Kd is set by assigning values of 0.001 to 0.3 alsoto the values in the range of 0° to 90° (to the values exceeding 90°, Kdis uniformly 0.3). Owing to this, the club head can be provided with thebending characteristic of being likely to bend in the vicinity of theimpact and being unlikely to bend far from the impact.

Next, the CPU 10 calculates acceleration A of the club head usingexpression 6, and also calculates the follow-up angle θh (see FIG. 25)(step S102).

Next, the CPU 10 calculates the bending angle φ using expression 5(φ−θh−θ) (step S103). Thus, the bending angle calculation processing isfinished.

Returning to FIG. 41, after the bending angle calculation processing,the CPU 10 updates the posture of the player object 101, the golf club102 and the like based on the current posture of the input device 8(step S55). Thus, the swing-related processing is finished.

Returning to FIG. 37, after the swing-related processing, the CPU 10executes impact-related processing (S17). This processing determineswhether or not an impact has been generated, and determines theparameters of the struck ball when the impact is generated.

FIG. 47 is a flowchart showing the details of the impact-relatedprocessing. As shown in FIG. 47, the CPU 10 determines whether or notthe golf club 102 has passed the reference plane (step S111). Morespecifically, the CPU 10 refers to the immediately previous swing-upangle data 152 to obtain the value of the swing-up angle θ calculated inthe immediately previous frame (immediately previous processing loop).The CPU 10 compares the obtained value against the swing-up angle θcalculated by the processing in the current frame, and determineswhether or not the value of the swing-up angle θ has changed from anegative value to a positive value to determine whether or not the golfclub 102 has passed the reference plane. This determination is mainlymade with an assumption that a normal swing has been made with nobackspin motion.

When it is determined that the golf club 102 has passed the referenceplane (YES in step S111), the CPU 10 advances to step S113 describedlater. By contrast, when it is determined that the golf club 102 has notpassed the reference plane (NO in step S111), the CPU 10 determineswhether or not the golf club 102 has passed the reference plane, inconsideration of the bend of the head of the golf club 102 when, thebackspin motion is performed (step S112). When the backspin motion isperformed, there may be a case where, although the player thinks he/shehas impacted the ball, the determination made using the swing-up angle θindicates that the golf club 102 almost hit, but did not hit, the ball103 (did not pass the reference plane) and was stopped immediatelybefore the ball 103 in the virtual game space. Assuming such a case, theCPU 10 determines whether or not the club head bent forward has passedthe reference plane, namely, has impacted the ball 103, in considerationof the forward bend of the golf club 102, which is considered to begenerated when the backspin motion is made. In order to make thisdetermination, the CPU 10 determines whether or not the value of thefollow-up angle θh has changed from a negative value to a positivevalue. When it is determined that the club head has passed the referenceplane (YES in step S112), the CPU 10 advances to step S113. When it isdetermined that the club head has not passed the reference plane (NO instep S112), the CPU 10 advances to step S116.

Next, the CPU 10 determines whether the shot flag 161 is on or not (stepS113). Namely, the CPU 10 determines whether or not the swing currentlymade is a “practice swing”. When it is determined that the shot flag 161is off (NO in step S113), the swing is the “practice swing”. Therefore,the CPU 10 reads the struck ball power data 156, converts the struckball power P into the power bar 107 (see FIG. 16, etc.) and displays thepower bar 107 (step S114). In the case where the power gauge 104 iscurved, the power bar 107 is also curved along with the shape of thepower gauge 104.

By contrast, it is determined in step S113 that the shot flag 161 is on(YES in step S113), the CPU 10 executes shot processing for causing thestruck ball to fly (step S115). FIG. 48 is a flowchart showing thedetails of the shot processing. As shown in FIG. 48, the CPU 10 firstsets the backspin flag 163 to be on (step S121). The CPU 10 also setsthe in-flight flag 162 to be on (step S122).

Next, the CPU 10 reads the struck ball power data 156, converts thestruck ball power P into the power bar 107 and displays the power bar107 (step S123). Then, the CPU 10 calculates the parameters of thestruck ball such as the trajectory, the moving velocity and the likebased on the struck ball power P, the twisting angle, and data obtainedby referring to the current state data 159, for example, the type of thegolf club currently selected, the location of the shot (fairway, rough,etc.), and the direction of the wind (step S124). The calculatedparameters are stored on the external main memory 12 as the struck ballparameters 158. Thus, the shot processing is finished.

Returning to FIG. 47, after the shot processing, the CPU 10 stores theswing-up angle θ on the external main memory 12 as the immediatelyprevious swing-up angle data 152 (step S116). Also, the CPU 10 storesthe follow-up angle θh on the external main memory 12 as the immediatelyprevious follow-up angle data 153 (step S117). The CPU 10 stores thebending angle calculated in the swing-related processing on the externalmain memory 12 as the bending angle data 154 (step S118). Thus, theimpact-related processing is finished.

Returning to FIG. 37, after the impact-related Processing, the CPU 10executes the re-hold guide processing (step S18). This processingmeasures the display timing of the re-hold guide 105 shown in FIG. 12and displays the guide message (corresponding to the (3) guide messagedisplay-related processing, an overview of which is described above).

FIG. 49 is a flowchart showing the details of the re-hold guideprocessing. As shown in FIG. 49, the CPU 10 first determines whether ornot conditions for resetting the guide display counter 155 are fulfilled(step S131). Such conditions are that the posture of the input device 8is significantly different from the posture expected for the “re-hold”(the posture is close to the address posture), and that the state isduring a swing (whether or not the B button 31 i has been pressed isdetermined by the processing in step S34 in FIG. 38).

More specifically, the CPU 10 determines whether or not the followingthree conditions are fulfilled.

(1) The local Z axis of the input device 8 is above the horizontaldirection and the local Y axis of the input device 8 is below thehorizontal direction (for example, like the posture of holding abaseball bat).

(2) The absolute value of the angular velocity is greater than 30deg/sec.

(3) The absolute value of the acceleration is greater than 0.2 G.

Next, the CPU 10 determines whether or not at least one of the threeconditions is fulfilled (step S132). When it is determined that at leastone of the three conditions is fulfilled (YES in step S132), the CPU 10considers that the reset condition is fulfilled and resets the guidedisplay counter 155 (step S133) Thus, the re-hold guide processing isfinished.

By contrast, when it is determined that none of the three conditions isfulfilled (NO in step S132), the CPU 10 executes processing for countingup the guide display counter 155. Specifically, the CPU 10 executesnecessity degree Kr calculation processing for the re-hold operation(step S134). FIG. 50 is a flowchart showing the details of the necessitydegree Kr calculation processing. As shown in FIG. 50, the CPU 10 firstcalculates the above-described virtual reference plane and stores theobtained virtual reference plane on the external main memory 12 (stepS141). This processing is substantially the same as that executed instep S71 in FIG. 43.

Next, the CPU 10 calculates an absolute value of the angle made by thecurrent reference plane and the virtual reference plane (angle made bythe surface normals thereof) (step S142).

Next, the CPU 10 converts the angle calculated in step S142 into thenecessity degree Kr (step S143). Specifically, it is defined that whenthe angle is 11° or greater, the re-hold operation is necessary; whereaswhen the angle is 0°, the re-hold operation is not necessary. An anglein the range of 0° to 11° is converted into a value in the range of 0.0to 1.0 and set as the necessity degree Kr. Thus, the necessity degree Krcalculation processing is finished.

Returning to FIG. 49, the CPU 10 executes holding posture possibility Kscalculation processing (step S135). FIG. 51 is a flowchart showing thedetails of the holding posture possibility Ks calculation processing. Asshown in FIG. 51, the CPU 10 converts the current angular velocity intovariable Sw which represents a stable state of the angular velocitybased on an angular velocity data included in the operation data 127(step S151). Specifically, the CPU 10 converts the absolute value of theangular velocity of 0 deg/sec. to 30 deg/sec. into a value in the rangeof 0.0 to 1.0 using linear interpolation. The obtained value is set asvariable Sw.

Next, the CPU 10 converts the current acceleration into variable Sawhich represents a stable state of the acceleration based on theacceleration data included in the operation data 127 (step S152).Specifically, the CPU 10 converts the absolute value of an accelerationof 0 G to 0.2 G into a value in the range of 0.0 to 1.0 using linearinterpolation. The obtained value is set as variable Sa.

Next, the CPU 10 converts the gravity direction component of the local Xaxis into variable St which represents the re-holding posture accuracy(step S153). Namely, the CPU 10 converts the horizontal degree of the Xaxis described above with reference to FIG. 31 into a value in the rangeof 0.0 (where the X axis is vertical) to 1.0 (where the X axis ishorizontal). The obtained value is set as variable St.

Then, the CPU 10 calculates the holding posture possibility Ks usingexpression 8 (Ks=Sw×Sa×St) (step S154). Thus, the holding posturepossibility Ks calculation processing is finished.

Returning to FIG. 49, the CPU 10 causes the guide display counter C tocount up using expression 9 (C=C+Kr×Ks) based on the necessity degree Krand the holding posture possibility K (step S136).

Next, the CPU 10 determines whether or not the value of the guidedisplay counter C has exceeded 30 (step S137). When it is determinedthat the value of the hold display counter C has exceeded 30 (YES instep S137), the CPU 10 executes the processing of displaying the re-holdguide 105 shown in FIG. 10 (step S138). By contrast, when it isdetermined that the value of the guide display counter C has riotexceeded 30 (NO in step S137), the CPU 10 terminates the re-hold guideprocessing.

Returning to FIG. 37, after the re-hold guide processing, she CPU 10executes the other game processing (step S19). Namely, the CPU 10executes the processing on the golf game which is not related to theessence of the present invention. Then, the processing in steps S20 andthereafter is executed.

Now, processing executed when it is determined in step S3 in FIG. 35that the in-flight flag 162 is on (YES in step S3) will be described. Inthis case, the current state is after the impact, namely, after a shotis made. Therefore, the CPU 10 executes the ball moving processing (step4). By this processing, processing of moving the struck ball andprocessing regarding the backspin are executed.

FIG. 52 is a flowchart showing the details of the ball movingprocessing. As shown in FIG. 52, the CPU 10 first determines whether thebackspin flag is on or not (step S161). When it is determined that thebackspin flag is on (YES in S161), the CPU 10 executes backspin ratiosetting processing (step S162) and advances to step S163. When it isdetermined that the backspin flag is off (NO in S161), the CPU 10advances to step S163 without executing the processing in step S162.

FIG. 53 is a flowchart showing the details of the backspin ratio settingprocessing. This processing detects the maximum value of the forwardbending angle of the club head and causes the obtained maximum value tobe reflected on the backspin ratio. As shown in FIG. 53, the CPU 10first executes bending angle calculation processing for calculating thebending angle φ (S171). This processing is the same as that executed instep S54 in FIG. 41 and will not be described again.

Next, the CPU 10 determines whether or not the calculated bending angleφ has a positive value (step S172). When it is determined that thebending angle φ does not have a positive value (No in step S172), theCPU 10 updates the immediately previous bending angle data 154 with thecalculated bending angle (step S177) and terminates the backspin ratiosetting processing.

By contrast, when it is determined that the calculated bending angle φhas a positive value (YES in step S172), the CPU 10 determines whetheror not a return of the bend has been generated (step S173). The “returnof the bend” means that after the head of the golf club is bent forwardby a swing provided with a backspin, the head returns rearward byrepulsion. For example, when the bending angle represented by theimmediately previous bending angle data 154 is larger than the bendingangle φ calculated in step S171, the CPU 10 determines that the returnof the bend has been generated. When it is determined that the return ofthe bend has not been generated (NO in step S173), it is considered thatthe forward bend is still continued. Therefore, the CPU 10 executes theprocessing in step S177 and terminates the backspin ratio settingprocessing.

By contrast, when it is determined that the return of the bend has beengenerated (YES in step S173), the CPU 10 executes processing ofdetermining the reflection ratio of the bending angle on the backspin,based on the type of the golf club currently selected or the like (stepS174). For example, when the type of the club is driver, the CPU 10 setsa low value as the reflection ratio such that the backspin is unlikelyto be applied.

Next, the CPU 10 determines the backspin ratio based on the reflectionratio determined above and the bending angle represented by theimmediately previous bending angle data 154 (i.e., the maximum value ofthe forward bend) (step S175). The determined backspin ratio is storedon the external main memory 12 as the backspin ratio data 157.

Next, the CPU 10 sets the backspin flag 163 to be off (step S176). Thus,the backspin ratio setting processing is finished.

Returning to FIG. 52, after the backspin ratio setting processing, theCPU 10 moves the struck ball (the ball 103) based on the struck ballparameters 158. After the backspin ratio is determined, the CPU 10 movesthe struck ball also based on the backspin ratio (step S163). Namely,immediately after the shot, the backspin ratio is not yet determined.Therefore, the stuck ball is moved only based on the struck ballparameters 158 (with no backspin). Then, once the backspin ratio isdetermined (after the backspin flag 163 is set to be off), the struckball is moved based on the backspin ratio data 157 as well as the struckball parameters 158. In general, a struck ball with a backspin has atrajectory of flying high. Therefore, where the struck ball is movedwith the backspin ratio being applied in the middle of the way, thestruck ball can have a trajectory of rapidly rising midway. At thispoint, for example, a virtual camera may be set as necessary so as toprovide camera work following the struck ball.

The backspin ratio may be caused to be reflected on the behavior of thestruck ball, for example, as follows, instead of using theabove-described method. Even after the backspin ratio is determined, thestruck ball is moved only based on the struck ball parameters 158 untilthe struck ball makes a landing, and after that, the backspin ratio iscaused to be reflected on the behavior of the struck ball. For example,at the timing when the struck ball makes a landing, an orbit of thestruck ball from the time of impact in the state where the backspinratio is applied is re-calculated. This provides the final position ofthe struck ball in consideration of the backspin. Therefore, thebehavior of the struck ball after the ball makes a landing can becontrolled such that the ball is located at this position.

Next the CPU 10 determines whether or not the movement of the struckball has been finished (step S164). When it is determined that themovement of the struck ball has not been finished (NO in step S164), theCPU 10 terminates the ball moving processing. When it is determined thatthe movement of the struck ball has been finished (YES in step S164),the CPU 10 sets the in-flight flag 162 to be off (step S165) andexecutes the other game processing to be executed after the shot is made(step S166). Such game processing is, for example, score calculation orthe like. Then, the CPU 10 sets the termination flag 164 to be on (stepS167). Thus, the ball moving processing is finished.

Returning to FIG. 35, after the ball moving processing, processing afterthe drawing processing in step S20 is executed. It is determined whetherthe termination flag 164 is set to be on or not (step S21). When thetermination flag 164 is set to be on in the ball moving processing, theprocessing in this embodiment, namely, the processing for each shot isterminated as a result of the determination In step S21. Thus, thedetailed description of the processing in this embodiment is finished.

As described above, in this embodiment, one power gauge 104 presents theplayer with information on two different elements of the twisting angleand the swing-up amount (providing an estimate on the struck ballpower). This allows the player to intuitively perceive the opening angleof the face, the strength of the shot he/she can make, and the like.

In this embodiment, the calculation for finding the reference plane for“re-hold” is avoided from becoming unstable due to the difference in themanner in which the player holds the input device 8 when pressing the Bbutton 32 i. This allows the reference plane to be calculated moreappropriately. As a result, a more appropriate determination on theimpact can be made.

Regarding the timing at which the “re-hold” operation is to be made, amore appropriate timing is obtained by use of the necessity degree Kr ofre-hold and the holding posture possibility Ks. This avoids having theplayer make a re-hold operation unnecessarily, and allows the playermake a re-hold operation when necessary.

Regarding the swing operation, the particulars of the motion of swingingdown (swing-down strength) is caused to be reflected on the struck ballcower P. Therefore, the player can feel that his/her motion of movingthe input device 8 is strongly associated with the movement of the golfclub, which makes the game more entertaining. Since the struck ballpower P is determined using the acceleration, the following effects areprovided. In addition to a simply rapid down swing made after the playerswings up the input device 8, a down swing by which the angle is changedslowly along with time but a large acceleration (i.e., centrifugalforce) is generated is also regarded as, and is reflected on the struckball power as, a strong swing. Such a swing is made when, for example, aplayer having a long arm reach makes a big swing.

A backspin can be applied on the struck ball by the manner of swinginstead of the button operation. Therefore, a golf game operable with ahigher degree of reality can be provided to the player.

In the above embodiment, the “re-hold” operation is performed when the Bbutton 321 is pressed. Alternatively, in the case where the input device8 is kept still for a predetermined time period at a posture expectedfor “re-hold”, it may be considered that the B button 32 i is pressedand the processing for “re-hold” may be executed even though the buttoninput is not actually made.

In the above embodiment, the re-hold guide 105 is displayed in order tourge the player to make a re-hold operation. The re-hold operation maybe urged by, for example, outputting a predetermined audio guide insteadof displaying the re-hold guide 105.

The power gauge 104 is curved in accordance with the twisting angle. Thepower gauge 104 may be curved in additional consideration of an elementof the location at which the ball is hit (topography). Namely,information on a change in the outgoing direction or the orbit(trajectory) caused depending on the location at which the ball is hitmay be presented by the change in the shape of the power gauge 104. FIG.54 shows examples of shapes of the power gauge 104 different by thelocation at which the ball is hit. FIG. 54(a) shows the case where theball is hit in the fairway, and FIG. 54(b) shows the case where the ballis hit in, for example, the bunker. The power gauge 104 in FIG. 54(a)indicates that the outgoing direction of the ball is straight forward(namely, the ball is output straight and then is sliced rightward). Bycontrast, the power gauge 104 in FIG. 54(b) is slightly inclinedrightward from the base thereof, which indicates that the outgoingdirection is right forward (the hall flies right forward from thebeginning and then is sliced further rightward). FIG. 54 also indicatesthat the power gauge is not inclined from the base thereof in thefairway, and is inclined from the base thereof in the bunker. Namely,the power gauge may be inclined from the base thereof when the ball ishit at a location of particular topography.

In the above embodiment, the power gauge 104 is curved. Alternatively,the power gauge 104 maybe displayed with different colors. For example,the power gauge 104 may be usually displayed with a white frame, andwith a red frame when the curving degree is equal to or greater than apredetermined value. Similarly, the swing bar 106 and the power bar 107may be displayed with different colors in accordance with the swing-upamount H, the twisting angle, the struck ball power P or the like.

In the above embodiment, the struck ball power P and the twisting angleresults in being determined at the same time, i.e., at the time ofimpact. The struck ball power P and the twisting angle do not need to bedetermined at the same time. One of the two may be determined first andthe other may be determined later. For example, in the case where thetwisting angle is determined before the struck ball power P, the swingbar 106 and the power gauge 104 may be controlled as follows: until thetwisting angle is determined, the swing bar 106 is moved and the powergauge 104 is curved at the same time; and after the twisting angle isdetermined, the curving state of the power gauge 104 is fixed and onlythe swing bar 106 is moved. Alternatively, at the time when either thestruck ball power P or the twisting angle is determined, the curvingstate of the power gauge 104 and the position of the swing bar 106(i.e., only the display states) may be fixed. For example, this may bedone as follows. At the moment when a shot is made, the curving state ofthe power gauge 104 and the position of the swing bar 106 are fixed (thedisplay states are fixed at the same time) and also the manner ofcurving the struck ball relating to the curving state is determined oneof the parameters is determined), but the struck ball power isdetermined after the player swings the input device 8 all the waythrough (the other parameter is determined at a later timing).

In the reference plane setting processing in the above embodiment, thereference plane is updated by replacing the current reference plane witha newly calculated reference plane. Alternatively, for example, theposture of the golf club 102 may be adjusted while the position of thereference plane is fixed. The reference plane includes the gravitydirection (is parallel to the gravity direction). Therefore, thecorrection of the reference plane corresponds to an operation ofrotating the current reference plane around the gravity direction.Accordingly, even where the golf club (the posture of the input device8) is rotated oppositely around the gravity direction while the currentreference plane is fixed, substantially the same effect is provided. Forexample, an angle between the first candidate plane and the referenceplane at a certain time is calculated. Assuming that, for example, theangle is 30°, the posture of the golf club may be rotated by 30°.

In the above embodiment, the conversion of the swing-up angle θ into theswing-up amount H is performed so as to provide a line graph (see FIG.30). Alternatively, the swing-up angle θ may be converted into theswing-up amount H so as to provide a nonlinear graph as shown in FIG.55. In FIG. 55, the rightward direction of the horizontal axisrepresents the positive direction of θ, and the upward direction of thevertical axis represents the positive direction of H. In FIG. 55(a), thegraph is of a curve expanding upward. In this case, as the player swingsup the club more widely (as H is closer to 1.0) detailed adjustment canbe made more easily. In FIG. 55(b), the graph is of a curve expandingdownward. In this case, as the player swings up the club less widely (asH is closer to 0.0), detailed adjustment can be made more easily.

The twisting angle and the curving degree of the power gauge 104 mayalso be caused to correspond to each other so as to provide a nonlineargraph. Linear or nonlinear graphs may be used in accordance with thedifficulty degree of the game. For setting the difficulty level, asetting screen which allows the player to select the difficulty level ofthe game may be prepared. For example, three difficulty levels of“easy”, “medium” and “difficult” are prepared. When “easy” is selected,the curving degree is converted so as to provide a downward curve asshown in FIG. 56. When “medium” is selected, the curving degree isconverted so as to provide a line graph as shown in FIG. 28. When“difficult” is selected, the curving degree is converted so as toprovide an upward curve as shown in FIG. 57. Regarding the conversioninto the swing-up amount H also, different graphs may be used inaccordance with the difficulty level in this manner.

Regarding the calculation of the struck ball power P, the followingtechnique may be used in addition to the method described in the aboveembodiment. A time period from when the player swings up the inputdevice 8 until he/she swings down the input device 8 (until an impact isgenerated) is measured, and the struck ball power P is corrected inaccordance with the time period. The struck ball power P may be set tobe stronger when the input device 8 is swung down quickly (when the timeperiod from when the input device 8 is swung up until the input device 8is swung down and impacts the ball is relatively short) than when theinput device 8 is swung down slowly. For example, the followingprocessing may be executed. In the struck ball power calculationprocessing (step S53), the struck ball power P is once determined basedonly on the swing-up amount H without using the follow-up amount T;then, in the shot processing (step S115), the struck ball power P iscorrected to be increased or decreased in accordance with the timeperiod required for the swing-down (e.g., the struck ball power P isincreased when the time period required for the swing-down is relativelyshort, whereas the struck ball power P is decreased when the time periodrequired for the swing-down is relatively long).

For determining the struck ball power P, a “shot with too much force(excessively forceful shot)” may be reflected. For example, apredetermined value is preset as the “upper limit” of the struck ballpower. When the calculated struck ball power P exceeds the “upperlimit”, the shot is considered to be “with too much force” and, forexample, the direction in which the ball is to fly may be variedrandomly. For example, when the struck ball power is equal to or lessthan the “upper limit”, the struck ball flies straight forward; whereaswhen the shot is “with too much force”, the trajectory of the struckball is slightly sliced rightward, or output left forward or the like.In this case, it may be visually shown to the player that the shot is“with too much force” by changing the color of the power bar 107 andproviding a visual effect of swinging the power bar 107 right and left.

For determining the struck ball power P, the maximum value of theswing-up amount (the maximum swing-up amount) may be simply used as thestruck ball power P without using the follow-up amount T or theexcessive swing strength S. This is done as follows specifically. Themaximum swing-up amount is stored on the external main memory 12. Whenan impact is generated, the struck ball power P is determined based onthe maximum swing-up amount, and is displayed as the power bar 107. Thisis advantageous in alleviating the processing load although the motionof swinging down the input device 8 is not reflected on the struck ballpower. In this case, it Is still possible to present the player withinformation on the opening angle of the face and the struck ball powerby the position of the swing bar 106 and the curving of the power gauge104 so that the player can intuitively perceive these elements.

Regarding the backspin ratio calculation processing, in the aboveinformation, the “bend” is simulated based on a model using a spring anda damper. Alternatively, the following processing may be executedwithout using such a model. For example, a change in the angularvelocity in each frame is monitored. When the angular velocity israpidly decreased, it is determined that a sudden brake (braking force)has been applied to the swing, namely, a swing with a backspin as shownin FIG. 22 has been made, and thus the backspin ratio is determined.

For calculating the backspin ratio, it may be determined that a brakingpower has been generated using the acceleration instead of theabove-described change in the angular velocity. For example, when anoperation of suddenly stopping the swing is made as described above, anacceleration is generated in the opposite direction as a reaction to thesudden stop. Using this, a change in the acceleration in the oppositedirection (corresponding to the forward bend) may be monitored andprocessing of determining the backspin ratio may be executed based onsuch a change.

Regarding the impact-related processing described above with referenceto FIG. 47, it is determined in this embodiment that an impact has beengenerated using the swing-up angle θ. As an example, it is determinedwhether or not an impact has been generated by determining whether ornot the sign of the swing-up angle θ has been inverted (step S111). Alsousing the swing-up angle θ, it may be determined whether or not animpact has been generated by determining whether or not the posture ofthe input device 8 in the Z-axis direction and the reference plane havebecome horizontal. When both are horizontal (i.e., the swing-up angle θis 0°), it may be determined that an impact has been generated.

In the above embodiment, the posture of the input device 8 is detectedusing the gyrosensor unit 7 or the acceleration sensor 37.Alternatively, an image of the input device 8 may be taken by apredetermined camera and the posture of the input device 8 may becalculated based on the obtained data. This may be performed as follows,for example. An image of the input device 8 is taken by a predeterminedcamera and data on the taken image is supplied to the game apparatus 3.The CPU 10 identifies the input device 8 in the image and distinguishesthe posture thereof to execute processing such as, for example,detecting the motion of the input device 8.

While the invention has been described in detail, the foregoingdescription is in all aspects illustrative and not restrictive. It isunderstood that numerous other modifications and variations can bedevised without departing from the scope of the invention.

What is claimed is:
 1. A non-transitory computer readable storage mediumhaving stored thereon a game program to be executed by a computeroperationally coupled to an input device operated by a user in an actualspace, the input device further being operationally coupled to a sensorconfigured to detect posture and/or motion of the input device, thecomputer executing the game program to move an object in a virtual spacebased on the posture and/or motion information obtained from the sensor,the game program, when executed by the computer, causing the computer toat least: obtain input device posture and/or motion information detectedby the sensor; calculate the posture of the input device in the actualspace based on the input device posture and/or motion information; set avirtual reference plane in the actual space, the virtual reference planehaving an orientation that the computer sets based on the calculatedposture of the input device at a predetermined timing; obtain additionalinput device posture and/or motion information detected by the sensor;calculate a further posture of the input device in the actual spacebased on the additional input device posture and/or motion informationdetected by the sensor; and display the object moving in the virtualspace in accordance with the calculated further posture of the inputdevice relative to the set virtual reference plane in the actual space.2. A non-transitory computer readable storage medium having the gameprogram stored thereon according to claim 1, wherein the sensor includesa motion sensor which is included in the input device.
 3. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 1, wherein the virtual reference planeis set based on the posture of the input device obtained when the useroperates the input device.
 4. The non-transitory computer readablestorage medium having the game program stored thereon according to claim1, wherein the game program causing the computer to move the objectbased on determining a movement angle of the input device relative tothe set virtual reference plane.
 5. A non-transitory computer readablestorage medium having stored thereon a game program to be executed by acomputer operationally coupled to an input device operated by a user inan actual space, the input device further being operationally coupled toa sensor configured to detect posture and/or motion of the input device,the computer executing the game program to move an object in a virtualspace based on the posture and/or motion information obtained from thesensor, the game program, when executed by the computer, causing thecomputer to at least: obtain input device posture and/or motioninformation detected by the sensor; calculate a posture of the inputdevice in the actual space based on the input device posture and/ormotion information; set a virtual reference plane in the actual space,the virtual reference plane having an orientation that the computer setsbased on the calculated posture of the input device at a predeterminedtiming; calculate an angle made by the set virtual reference plane and aposture of the input device after the predetermined timing; determinewhether or not the angle made by the virtual reference plane and theposture of the input device after the predetermined timing, satisfies apredetermined condition; when the predetermined condition is determinedto be satisfied, move the object in the virtual space in accordance withthe posture of the input device after the predetermined timing; andgenerating images of the object moving in the virtual space inaccordance with the posture of the input device.
 6. A non-transitorycomputer readable storage medium having the game program stored thereonaccording to claim 5, wherein it is determined whether or not theposture of the input device and the virtual reference plane have becomehorizontal based on the calculated angle.
 7. A non-transitory computerreadable storage medium having the game program stored thereon accordingto claim 5, wherein it is determined whether or not a sign of the anglemade by the posture of the input device and the virtual reference planehas been inverted based on the calculated angle.
 8. A non-transitorycomputer readable storage medium having the game program stored thereonaccording to claim 7, wherein: regarding the input device, three axesperpendicular to one another are defined; and the virtual referenceplane is set based on calculated postures of the input device alongdirections of predetermined two axes among the defined three axes.
 9. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 8, wherein: two planes usable forsetting the virtual reference plane are calculated based on the posturesalong the directions of the predetermined two axes respectively; and thevirtual reference plane is set based on the two calculated planes.
 10. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 9, wherein a plane is calculated byincluding one predetermined axis among the defined three axes and agravity direction as one of the two planes.
 11. A non-transitorycomputer readable storage medium having the game program stored thereonaccording to claim 10, wherein a plane is calculated as one of the twoplanes by including an axis defined as a longitudinal direction axis ofthe input device among the defined three axes and the gravity direction.12. A non-transitory computer readable storage medium having the gameprogram stored thereon according to claim 9, wherein a plane iscalculated as one of the two planes by including an axis defined as anup-down direction axis of the input device among the defined three axesand the gravity direction.
 13. A non-transitory computer readablestorage medium having the game program stored thereon according to claim9, wherein a plane is calculated as one of the two planes by includingthe gravity direction and a virtual axis calculated by applying arotation, which directs an axis defined as a longitudinal direction axisof the input device among the defined three axes to the gravitydirection, to an axis defined as an up-down direction axis of the inputdevice among the defined three axes.
 14. A non-transitory computerreadable storage medium having the game program stored thereon accordingto claim 9, wherein weights are applied to the calculated two planesbased on respective predetermined conditions, a plane is calculatedwhich corresponds to a weighted average of these two planes, and theobtained plane is set as the virtual reference plane.
 15. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 14, wherein a heavier weight isapplied to a plane, among the two calculated planes, which is locatedcloser to the virtual reference plane immediately previously set.
 16. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 14, wherein a heavier weight isapplied to a plane, among the two calculated planes, which is calculatedbased on an axis located farther from the gravity direction.
 17. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 8, wherein an axis located fartherfrom the gravity direction among the predetermined two axes definedregarding the input device is selected as an axis for calculation, andthe virtual reference plane is set based on the posture of the inputdevice along the axis for calculation.
 18. A non-transitory computerreadable storage medium having the game program stored thereon accordingto claim 17, wherein an axial plane is set for calculation based on theaxis for calculation, and the virtual reference plane is set based onthe axial plane for calculation.
 19. A non-transitory computer readablestorage medium having the game program stored thereon according to claim18, wherein the virtual reference plane is set based on a previousreference plane, which is a reference plane immediately previously set,and the axial plane for calculation.
 20. A non-transitory computerreadable storage medium having the game program stored thereon accordingto claim 19, wherein weights are applied to the previous reference planeand the axial plane for calculation based on respective predeterminedconditions, a plane that corresponds to a weighted average of these twoplanes is calculated, and the obtained plane is set as the virtualreference plane.
 21. A non-transitory computer readable storage mediumhaving the game program stored thereon according to claim 20, wherein aheavier weight is applied to the previous reference plane.
 22. Anon-transitory computer readable storage medium having the game programstored thereon according to claim 20, wherein a heavier weight isapplied on the axial plane for calculation as the axis for calculationis located farther from the gravity direction.
 23. A non-transitorycomputer readable storage medium having the game program stored thereonaccording to claim 9, wherein the virtual reference plane is set basedon a plane, among the two calculated planes, which is closer to aprevious reference plane, which is a reference plane immediatelypreviously set.
 24. A non-transitory computer readable storage mediumhaving the game program stored thereon according to claim 23, whereinweights are applied to the plane closer to the previous reference planeand to the previous reference plane based on respective predeterminedconditions, a plane that corresponds to a weighted average of these twoplanes is calculated, and the obtained plane is set as the virtualreference plane.
 25. A non-transitory computer readable storage mediumhaving the game program stored thereon according to claim 24, wherein aheavier weight is applied to the previous reference plane.
 26. Anon-transitory computer readable storage medium having stored thereon agame program to be executed by a computer operationally coupled to aninput device operated by a user in an actual space, the input devicefurther being operationally coupled to a sensor configured to detectposture and/or motion of the input device, the game program to move anobject in a virtual space based on the posture and/or motion informationobtained from the sensor, the game program, when executed by thecomputer, causing the computer to at least: obtain input device postureand/or motion information detected by the sensor; calculate the postureof the input device in the actual space based on the input deviceposture and/or motion information; calculate a posture correction valuebased on the posture and/or motion of the input device detected by thesensor at a predetermined timing; correct the calculated posture of theinput device with the calculated posture correction value; set a virtualreference plane in the actual space, the virtual reference plane havingan orientation that the computer sets based on the corrected posture ofthe input device; calculate an angle made by the set virtual referenceplane and a posture of the input device after the predetermined timing;and display the object moving in the virtual space based on thecalculated angle.
 27. The non-transitory computer readable storagemedium having the game program stored thereon according to claim 26,wherein the detected posture and/or motion information comprises angularrate and acceleration, the posture is calculated based on one of saidangular rate and acceleration, and the posture correction value iscalculated based on the other one of said angular rage and acceleration.28. The non-transitory computer readable storage medium having the gameprogram stored thereon according to claim 26, wherein the anglecomprises a movement angle of the input device relative to the setvirtual reference plane.
 29. A game apparatus for moving an object in avirtual space based on posture and/or motion information of an inputdevice operated by a user in an actual space, the input device beingoperationally coupled to a sensor configured to detect posture and/ormotion of the input device, the game apparatus comprising: a sensoroperationally coupled to the input device and configured to detectposture and/or motion of the input device; a computer processing system,including at least one processor, the computer processing system beingoperationally coupled to the input device and being configured tocontrol the game apparatus to perform operations comprising: obtaininginput device posture and/or motion information detected by the sensor;calculating the posture of the input device in the actual space based onthe input device posture and/or motion information; setting a virtualreference plane in the actual space, the virtual reference plane havingan orientation that the computer processing system sets based on thecalculated posture of the input device at a predetermined timing;obtaining additional input device posture and/or motion informationdetected by the sensor; calculating a further posture of the inputdevice in the actual space based on the additional input device postureand/or motion information detected by the sensor; and displaying theobject moving in the virtual space in accordance with the calculatedfurther posture of the input device relative to the set virtualreference plane.
 30. A game apparatus for moving an object in a virtualspace based on posture and/or motion information of an input deviceoperated by a user in an actual space, the input device beingoperationally coupled to a sensor configured to detect posture and/ormotion of the input device, the game apparatus comprising: a computerprocessing system, including at least one processor, the computerprocessing system being operationally coupled to the input device andbeing configured to control the game apparatus to perform operationscomprising: obtaining input device posture and/or motion informationdetected by the sensor; calculating the posture of the input device inthe actual space based on the input device posture and/or motioninformation; calculating a posture correction value based on the postureand/or motion of the input device detected by the sensor at apredetermined timing; correcting the calculated posture of the inputdevice with the calculated posture correction value; setting a virtualreference plane in the actual space, the virtual reference plane havingan orientation that the computer processing system sets based on thecorrected posture of the input device; calculating an angle made by theset virtual reference plane and a posture of the input device after thepredetermined timing; and display the object moving in the virtual spacebased on the calculated angle.
 31. A game processing method of a gamesystem for moving an object in a virtual space based on posture and/ormotion information of an input device operated by a user in an actualspace, the input device being operationally coupled to a sensorconfigured to detect posture and/or motion of the input device, the gameprocessing method comprising: obtaining input device posture and/ormotion information detected by the sensor; calculating the posture ofthe input device in the actual space based on the input device postureand/or motion information; setting a virtual reference plane in theactual space, the virtual reference plane having an orientation that isset based on the calculated posture of the input device at apredetermined timing; obtaining additional input device posture and/ormotion information detected by the sensor; calculating a further postureof the input device in the actual space based on the additional inputdevice posture and/or motion information detected by the sensor; anddisplay the object moving in the virtual space in accordance with thecalculated further posture of the input device relative to the setvirtual reference plane.
 32. A game processing method of a game systemfor moving an object in a virtual space based on posture and/or motioninformation of an input device operated by a user in an actual space,the input device being operationally coupled to a sensor configured todetect posture and/or motion of the input device, the game processingmethod comprising: obtaining input device posture and/or motioninformation detected by the sensor; calculating the posture of the inputdevice in the actual space based on the input device posture and/ormotion information; calculating a posture correction value based on theposture and/or motion of the input device detected by the sensor at apredetermined timing; correcting the calculated posture of the inputdevice with the calculated posture correction value; setting a virtualreference plane in the actual space, the virtual reference plane havingan orientation that is set based on the corrected posture of the inputdevice; calculating an angle made by the set virtual reference plane anda posture of the input device after the predetermined timing; anddisplay the object moving in the virtual space based on the calculatedangle.
 33. A game system for moving an object in a virtual space, thegame system comprising: a display; an input device including a sensorconfigured to detect a posture and/or a motion of the input deviceoperated by a user in an actual space; and a computer processing system,including at least one processor, the computer processing system beingoperationally coupled to the display and the input device, and beingconfigured to control the game system to perform operations comprising:obtaining input device posture and/or motion information detected by thesensor; calculating the posture of the input device in the actual spacebased on the input device posture and/or motion information; setting avirtual reference plane in the actual space, the virtual reference planehaving an orientation that the computer processing system sets based onthe calculated posture of the input device at a predetermined timing;obtaining additional input device posture and/or motion informationdetected by the sensor; calculating a further posture of the inputdevice in the actual space based on the additional input device postureand/or motion information detected by the sensor; and displaying theobject moving in the virtual space in accordance with the calculatedfurther posture of the input device relative to the set virtualreference plane.
 34. A game system for moving an object in a virtualspace, the game system comprising: a display; an input device includinga sensor configured to detect a posture and/or a motion of the inputdevice operated by a user in an actual space; and a computer processingsystem, including at least one processor, the computer processing systembeing operationally coupled to the display and the input device, andbeing configured to control the game system to perform operationscomprising: obtaining input device posture and/or motion informationdetected by the sensor; calculating the posture of the input device inthe actual space based on the input device posture and/or motioninformation; calculating a posture correction value based on the postureand/or motion of the input device detected by the sensor at apredetermined timing; correcting the calculated posture of the inputdevice with the calculated posture correction value; setting a virtualreference plane in the actual space, the virtual reference plane havingan orientation that the computer processing system sets based on thecorrected posture of the input device; calculating an angle made by theset virtual reference plane and a posture of the input device after thepredetermined timing; and display the object moving in the virtual spacebased on the calculated angle.